Two-step Constructive Approaches for Dungeon Generation
June 11, 2019 Β· Declared Dead Β· π International Conference on Foundations of Digital Games
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Authors
Michael Cerny Green, Ahmed Khalifa, Athoug Alsoughayer, Divyesh Surana, Antonios Liapis, Julian Togelius
arXiv ID
1906.04660
Category
cs.AI: Artificial Intelligence
Citations
11
Venue
International Conference on Foundations of Digital Games
Last Checked
4 months ago
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.
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