Title
Two-step Constructive Approaches for Dungeon Generation.
Abstract
This paper presents a two-step generative approach for creating dungeons in the rogue-like puzzle game MiniDungeons 2. Generation is split into two steps, initially producing the architectural layout of the level as its walls and floor tiles, and then furnishing it with game objects representing the player's start and goal position, challenges and rewards. Three layout creators and three furnishers are introduced in this paper, which can be combined in different ways in the two-step generative process for producing diverse dungeons levels. Layout creators generate the floors and walls of a level, while furnishers populate it with monsters, traps, and treasures. We test the generated levels on several expressivity measures, and in simulations with procedural persona agents.
Year
DOI
Venue
2019
10.1145/3337722.3341847
Proceedings of the 14th International Conference on the Foundations of Digital Games
Keywords
DocType
Volume
automated game playing, expressive range analysis, level generation, procedural content generation
Conference
abs/1906.04660
ISBN
Citations 
PageRank 
978-1-4503-7217-6
0
0.34
References 
Authors
0
6
Name
Order
Citations
PageRank
Michael Cerny Green1317.17
ahmed khalifa2498.05
Athoug Alsoughayer300.34
Divyesh Surana400.34
Antonios Liapis538350.22
Julian Togelius62765219.94