Title
A Fast Approach for Automatic Generation of Populated Maps with Seed and Difficulty Control
Abstract
Procedural Content Generation (PCG) is the programmatic generation of game content using a random or pseudo-random process that produces an unpredictable stretch of gaming spaces. Many games use this technique to increase the length of gaming, and some of them rely greatly on the procedural content generation. This paper aims to detail a fast and direct PCG approach capable of generating a diverse array of dungeon-like maps, developed to be used in an experimental game created by undergraduate students, that has shown very good results. The approach in question is capable of generating numerous unique maps while maintaining control over the generated levels through seeds. It also has the ability of designating different difficulties to the generated content, and uses this very feature to increase the variety of the procedural generation by taking advantage of the way seeds work.
Year
DOI
Venue
2017
10.1109/SBGames.2017.00010
2017 16th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)
Keywords
Field
DocType
procedural generation for games,dungeon generation,game content generation,generated content difficulty scaling
Content generation,Numerical models,Computer science,Human–computer interaction,Procedural generation,Multimedia
Conference
ISSN
ISBN
Citations 
2159-6654
978-1-5386-4847-6
1
PageRank 
References 
Authors
0.36
7
4
Name
Order
Citations
PageRank
Pedro Sampaio1598.03
Augusto Baffa210.70
Bruno Feijó320029.85
Mauricio Lana421.11