TY - CHAP
T1 - Constructive generation methods for dungeons and levels
AU - Shaker, Noor
AU - Liapis, Antonios
AU - Togelius, Julian
AU - De Vasconcelos Abreu Lopes, Ricardo
AU - Bidarra, Rafael
PY - 2016
Y1 - 2016
N2 - This chapter addresses a specific type of game content, the dungeon, and a number of commonly used methods for generating such content. These methods are all “constructive”, meaning that they run in fixed (usually short) time, and do not evaluate their output in order to re-generate it. Most of these methods are also relatively simple to implement. And while dungeons, or dungeon-like environments, occur in a very large number of games, these methods can often be made to work for other types of content as well. We finish the chapter by talking about some constructive generation methods for Super Mario Bros. levels.
AB - This chapter addresses a specific type of game content, the dungeon, and a number of commonly used methods for generating such content. These methods are all “constructive”, meaning that they run in fixed (usually short) time, and do not evaluate their output in order to re-generate it. Most of these methods are also relatively simple to implement. And while dungeons, or dungeon-like environments, occur in a very large number of games, these methods can often be made to work for other types of content as well. We finish the chapter by talking about some constructive generation methods for Super Mario Bros. levels.
KW - Artificial Intelligence (incl. Robotics)
KW - Game development
KW - Computational Intelligence
KW - User Interfaces and Human Computer Interaction
KW - Computer Appl. in Arts and Humanities
UR - http://resolver.tudelft.nl/uuid:47da4ff4-263f-4ff4-937d-83700315cedb
U2 - 10.1007/978-3-319-42716-4_3
DO - 10.1007/978-3-319-42716-4_3
M3 - Chapter
SN - 978-3-319-42714-0
T3 - Computational Synthesis and Creative Systems
SP - 31
EP - 55
BT - Procedural Content Generation in Games
PB - Springer
ER -