Abstract | ||
---|---|---|
This paper presents a method for generating floor plans for structures in Minecraft (Mojang 2009). Given a 3D space, it will auto-generate a building to fill that space using a combination of constrained growth and cellular automata. The result is a series of organic-looking buildings complete with rooms, windows, and doors connecting them. The method is applied to the Generative Design in Minecraft (GDMC) competition [24] to auto-generate buildings in Minecraft, and the results are discussed.
|
Year | DOI | Venue |
---|---|---|
2019 | 10.1145/3337722.3341846 | Proceedings of the 14th International Conference on the Foundations of Digital Games |
Keywords | DocType | Volume |
PCG, artificial intelligence, minecraft | Conference | abs/1906.05094 |
ISBN | Citations | PageRank |
978-1-4503-7217-6 | 0 | 0.34 |
References | Authors | |
0 | 3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Michael Cerny Green | 1 | 31 | 7.17 |
Christoph Salge | 2 | 61 | 15.75 |
Julian Togelius | 3 | 2765 | 219.94 |