Fast Configurable Tile-Based Dungeon Level Generator

Ondrej Nepozitek,Jakub Gemrot

19TH INTERNATIONAL CONFERENCE ON INTELLIGENT GAMES AND SIMULATION (GAME-ON(R) 2018)(2018)

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摘要
Procedural generation of levels is being used in many video games to increase their replayability. But generated levels may often feel too random, unbalanced anti lacking an overall structure. Ma et al. (2014) proposed an algorithm to solve this problem; their method takes a set of user-defined building blocks as an input and produces layouts that all follow the structure of a specified level connectivity graph. In this paper, we present art inplementation of this method in a context of 2D tile-based maps. We enhance the algorithm with several new features and propose speed improvements. We also show that the algorithm is able to produce diverse layouts. Benchmarks show that it can achieve tip to two orders of magnitude speedup compared to the original method. As the result, it is suitable to be used during game runtime.
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关键词
Procedural content generation, Dungeon levels, Stochastic method, Simulated Annealing
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