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The reason why procgen in games is, as we like to say, a great way of getting twice the content with four times the work is that you can't fight Shannon's laws any more than you can fight the laws of thermodynamics. You can't give the audience more information than you were willing to put in.

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Sometimes this means manually creating a lot of material that is going to be recombined, sometimes this means spending an unreasonable amount of time defining the exact parameters and structure of a grammar or a generator.

It's a magic trick of the same kind as the ones where something large comes out of a small box; it's done by making something that *unfolds* itself. "Generation" is almost a misnomer, really, it's *decompression.*

Any aspect of the system that isn't downstream from those choices is, essentially, noise. A little bit of noise is texture, a lot of noise makes the semantic content of the piece collapse out.

This is the trap that LLMs and other generative AI systems present in this context; if you're generating vast amounts of content from a tiny prompt, what you're doing is supplying your audience with almost nothing and filling in the empty space with the semantic equivalent of sawdust.

I think it's conceptually kinda broken because "meaningful variation" is a vague concept and as we've learned to the general audience meaning exists only when framed extremely well. Variation only matters insofar it's discrete & obvious, which ends up folding back into "make more content"

Big surface level/meta level interactions like which upgrades you pick,which synergies u build, which scenarios you're put in, etc. will always be prioritized.To the point where I think ppl play a game with static enemies/levels but robust upgrades over a heavily randomized one with just the fundies

That's a concept I've really wanted to dig into for a long time. Definitionally, by doing procgen you've established an upper bound on the Kolmogorov Complexity of whatever it is you want to generate.

The piece that I've been unable to reconcile is the difference between Information density and what humans perceive as interesting. White noise is only slightly more interesting than a blank screen to a human, so where exactly does human interest peak in terms of information content.

I think it might be a category error to measure them on the same axis. Just as Shannon showed that the meaning wasn't really relevant to the mathematics of information, perhaps information isn't really relevant to meaning. Or perhaps the meaning that we bring to some amount of information moots it.

information and meaning are in fact totally different categories. Information belongs to the world of physics and mathematics, and can be measured and manipulated procedurally. Meaning belongs to the realm of the psychological, and it cannot be measured or reproduced.

Thinking of e.g. comics and my own interest in proc gen and roguelikes, etc. I suppose the information content is relational between the the presentation and the viewer, and it takes care to craft grammars that will produce systems that consistently ring true.