Title | ||
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A Fast Approach for Automatic Generation of Populated Maps with Seed and Difficulty Control |
Abstract | ||
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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 |
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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 Sampaio | 1 | 59 | 8.03 |
Augusto Baffa | 2 | 1 | 0.70 |
Bruno Feijó | 3 | 200 | 29.85 |
Mauricio Lana | 4 | 2 | 1.11 |