Constructive generation methods for dungeons and levels

Book Chapter (2016)
Author(s)

Noor Shaker (Aalborg University)

Antonios Liapis (University of Malta)

Julian Togelius (New York University)

R. De Vasconcelos Abreu Lopes (TU Delft - Computer Graphics and Visualisation)

Rafa Bidarra (TU Delft - Computer Graphics and Visualisation)

Research Group
Computer Graphics and Visualisation
Copyright
© 2016 Noor Shaker, Antonios Liapis, Julian Togelius, R. De Vasconcelos Abreu Lopes, Rafael Bidarra
DOI related publication
https://doi.org/10.1007/978-3-319-42716-4_3
More Info
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Publication Year
2016
Language
English
Copyright
© 2016 Noor Shaker, Antonios Liapis, Julian Togelius, R. De Vasconcelos Abreu Lopes, Rafael Bidarra
Research Group
Computer Graphics and Visualisation
Pages (from-to)
31-55
ISBN (print)
978-3-319-42714-0
ISBN (electronic)
978-3-319-42716-4
Reuse Rights

Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons.

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.

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