Constructive generation methods for dungeons and levels

Noor Shaker, Antonios Liapis, Julian Togelius, Ricardo De Vasconcelos Abreu Lopes, Rafael Bidarra

Research output: Chapter in Book/Conference proceedings/Edited volumeChapterScientific

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Abstract

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.
Original languageEnglish
Title of host publicationProcedural Content Generation in Games
PublisherSpringer
Chapter3
Pages31-55
Number of pages25
ISBN (Electronic)978-3-319-42716-4
ISBN (Print)978-3-319-42714-0
DOIs
Publication statusPublished - 2016

Publication series

NameComputational Synthesis and Creative Systems
PublisherSpringer International Publishing
ISSN (Print)2509-6575

Keywords

  • Artificial Intelligence (incl. Robotics)
  • Game development
  • Computational Intelligence
  • User Interfaces and Human Computer Interaction
  • Computer Appl. in Arts and Humanities

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