
more suitable for real-time or near-real-time applica-
tions.
Future work could explore AI-driven techniques
to refine generated tiles at runtime, enabling more dy-
namic and interactive maps. In addition, AI could
be utilized to adjust neighboring tiles in response to
user modifications, allowing the environment to adapt
fluidly and better align with narrative developments.
Additional research may also extend the method to
support more intricate environments, optimize per-
formance for larger grids, or evaluate its application
in broader AR or VR scenarios beyond narrative-
driven games. These advancements could establish
the method as a versatile tool for procedural content
generation in immersive environments.
In conclusion, this work not only addresses the
research questions posed at the beginning but also
demonstrates the potential of combining RL with pro-
cedural generation techniques to meet the unique de-
mands of narrative-driven AR environments. By bal-
ancing computational trade-offs with user experience,
it lays a strong foundation for future innovations in
AR content generation and immersive technologies.
ACKNOWLEDGEMENTS
I would like to thank Sai Siddartha Maram from the
University of California, Santa Cruz for his valuable
insights and support during this work.
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