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)

Ricardo De Vasconcelos Abreu Lopes (TU Delft - Electrical Engineering, Mathematics and Computer Science)

Rafael Bidarra (TU Delft - Electrical Engineering, Mathematics and Computer Science)

Research Group
Computer Graphics and Visualisation
DOI related publication
https://doi.org/10.1007/978-3-319-42716-4_3 Final published version
More Info
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Publication Year
2016
Language
English
Research Group
Computer Graphics and Visualisation
Pages (from-to)
31-55
Publisher
Springer
ISBN (print)
978-3-319-42714-0
ISBN (electronic)
978-3-319-42716-4
Downloads counter
336
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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.

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Chapter03.Online.pdf
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