research-article
Authors: Alexander Gellel and Penny Sweetser
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital Games
September 2020
Article No.: 3, Pages 1 - 10
Published: 17 September 2020 Publication History
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Abstract
Algorithmic generation of data, known as procedural content generation, is an attractive prospect within the game development industry as a means of creating infinitely fresh and varied content. In this paper, we present an approach to level generation for roguelike dungeon style levels, based on our examination of the suite of existing approaches used in formal research. Our generator aims to create simple dungeon style level layouts that are always playable. We utilise a hybrid technique combining context free grammars to generate a description of levels and a cellular automata inspired process to generate the physical space. The generator proves successful at consistently generating dungeon layouts that maintain completability at all times with sufficient variation, when accounting for the occasional need for corrective actions. We conclude that there is substantial value in hybrid approaches to automated level design and propose a new heuristic by which to assess dungeon style level content.
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Cited By
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- Pereira LViana BToledo C(2024)A System for Orchestrating Multiple Procedurally Generated Content for Different Player ProfilesIEEE Transactions on Games10.1109/TG.2022.321378116:1(64-74)Online publication date: Mar-2024
- Werning S(2024)Generative AI and the Technological Imaginary of Game DesignCreative Tools and the Softwarization of Cultural Production10.1007/978-3-031-45693-0_4(67-90)Online publication date: 18-Jan-2024
- Weeks MDavis JOgden CGamess E(2022)Procedural dungeon generation for a 2D top-down gameProceedings of the 2022 ACM Southeast Conference10.1145/3476883.3520214(60-66)Online publication date: 18-Apr-2022
https://dl.acm.org/doi/10.1145/3476883.3520214
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Published In
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital Games
September 2020
804 pages
ISBN:9781450388078
DOI:10.1145/3402942
- Editors:
- Georgios N. Yannakakis
University of Malta
, - Antonios Liapis
University of Malta
, - Penny Kyburz
Australian National University
, - Vanessa Volz
Modl.AI
, - Foaad Khosmood
California Polytechnic State University
, - Phil Lopes
École Polytechnique Fédèrale de Lausanne
Copyright © 2020 ACM.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [emailprotected].
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Association for Computing Machinery
New York, NY, United States
Publication History
Published: 17 September 2020
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Author Tags
- PCG
- context free grammars
- dungeons
- game design
- procedural content generation
- roguelike
Qualifiers
- Research-article
- Research
- Refereed limited
Conference
FDG '20
FDG '20: International Conference on the Foundations of Digital Games
September 15 - 18, 2020
Bugibba, Malta
Acceptance Rates
Overall Acceptance Rate 152 of 415 submissions, 37%
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Total Citations
1,188
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- Downloads (Last 6 weeks)40
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Citations
Cited By
View all
- Pereira LViana BToledo C(2024)A System for Orchestrating Multiple Procedurally Generated Content for Different Player ProfilesIEEE Transactions on Games10.1109/TG.2022.321378116:1(64-74)Online publication date: Mar-2024
- Werning S(2024)Generative AI and the Technological Imaginary of Game DesignCreative Tools and the Softwarization of Cultural Production10.1007/978-3-031-45693-0_4(67-90)Online publication date: 18-Jan-2024
- Weeks MDavis JOgden CGamess E(2022)Procedural dungeon generation for a 2D top-down gameProceedings of the 2022 ACM Southeast Conference10.1145/3476883.3520214(60-66)Online publication date: 18-Apr-2022
https://dl.acm.org/doi/10.1145/3476883.3520214
- Viana BPereira LToledo Cdos Santos SMaia S(2022)Feasible–Infeasible Two-Population Genetic Algorithm to evolve dungeon levels with dependencies in barrier mechanicsApplied Soft Computing10.1016/j.asoc.2022.108586119:COnline publication date: 1-Apr-2022
https://dl.acm.org/doi/10.1016/j.asoc.2022.108586
- Lazaridis LKollias KMaraslidis GMichailidis HPapatsimouli MFragulis G(2022)Auto Generating Maps ina2D EnvironmentHCI in Games10.1007/978-3-031-05637-6_3(40-50)Online publication date: 26-Jun-2022
https://dl.acm.org/doi/10.1007/978-3-031-05637-6_3
- Wu ZMao YLi Q(2021)Procedural Game Map Generation using Multi-leveled Cellular Automata by Machine learningProceedings of the 2nd International Symposium on Artificial Intelligence for Medicine Sciences10.1145/3500931.3500962(168-172)Online publication date: 29-Oct-2021
https://dl.acm.org/doi/10.1145/3500931.3500962
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