Evolving Dungeon Maps With Locked Door Missions
2018 IEEE CONGRESS ON EVOLUTIONARY COMPUTATION (CEC)(2018)
摘要
The present paper proposes an evolutionary algorithm for procedural content generation of dungeon maps together with locked door missions. The algorithm evolves a tree structure which contains information of a dungeon. The aim is to converge the generated dungeons as close as possible to the input configuration set by a game designer. The dungeon holds information about rooms such as their number, connections between them and position in a 2D map (also knows as grid). It also contains relevant semantic information for generating narrative properties in the dungeon. Those are the placement of keys and locks in it, in a feasible way. Results show the algorithm is able to create dungeons within the desired configurations for a large set of different inputs. Also, they show the generated maps are perceived as human-designed, and evoke similar opinions of fun and difficulty when compared to human-designed maps.
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关键词
evolving dungeon maps,locked door missions,evolutionary algorithm,procedural content generation,tree structure,2D map
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