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Evolving Dungeon Maps With Locked Door Missions

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Author(s):
Pereira, Leonardo T. ; Prado, Paulo V. S. ; Toledo, Claudio ; IEEE
Total Authors: 4
Document type: Journal article
Source: 2018 IEEE CONGRESS ON EVOLUTIONARY COMPUTATION (CEC); v. N/A, p. 8-pg., 2018-01-01.
Abstract

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. (AU)

FAPESP's process: 13/07375-0 - CeMEAI - Center for Mathematical Sciences Applied to Industry
Grantee:Francisco Louzada Neto
Support Opportunities: Research Grants - Research, Innovation and Dissemination Centers - RIDC