Title
Procedural dungeon generation for a 2D top-down game
Abstract
ABSTRACTThis work examines solvability, difficulty, and engagement of procedurally generated content for a 2D, top-down game. We adapt the A* algorithm to find a solution when there are keys and locks between the starting position and the goal. It requires iteration to find a solution, since analysis of points in the dungeon alone are computationally expensive. If no solution exists, the program can detect this by showing no progress made in an iteration. We ran this on 30 dungeons, and classified their content according to the metrics of solvability, difficulty, and engagement.
Year
DOI
Venue
2022
10.1145/3476883.3520214
ACM Southeast Regional Conference
DocType
Citations 
PageRank 
Conference
0
0.34
References 
Authors
0
2
Name
Order
Citations
PageRank
Michael Weeks113016.29
Jonathon Davis200.34