The problem of path-finding in commercial computer games has to be
solved in real time, often under constraints of limited memory and CPU
resources. The computational effort required to find a path, using a search
algorithm such as A*, increases with size of the search space. Hence, path-
finding on large maps can result in serious performance bottlenecks.
This book gives an introduction to the field of Procedural Content Generation for Games (PCG): the automatic or computer-assisted generation of game content such as levels, landscapes, items, rules, quests etc.