Designing procedurally generated levels |
Proceedings of IDPv2 2013 - Workshop on Artificial Intelligence in the Game Design Process, co-located with the Ninth AAAI Conference on Artificial Intelligence in Interactive Digital Entertainment, page 41--47 - oct 2013
There is an increasing demand to improve the procedural generation of game levels. Our approach empowers game designers to author and control level generators, by expressing gameplay-related design constraints. Graph grammars, resulting from these designer-expressed constraints, can generate sequences of desired player actions as well as their associated target content. These action graphs are used to determine layouts and content for game levels. We showcase this approach with a case study on a dungeon crawler game. Results allow us to conclude that our control mechanisms are both expressive and powerful, effectively supporting designers to procedurally generate levels.
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BibTex references
@InProceedings { LLB13a, author = "Linden, Roland van der and Lopes, Ricardo and Bidarra, Rafael", title = "Designing procedurally generated levels", booktitle = "Proceedings of IDPv2 2013 - Workshop on Artificial Intelligence in the Game Design Process, co-located with the Ninth AAAI Conference on Artificial Intelligence in Interactive Digital Entertainment", pages = "41--47", month = "oct", year = "2013", publisher = "AAAI Press", organization = "AAAI", address = "AAAI Press, Palo Alto, CA", note = "ISBN 978-1-57735-635-6", url = "http://graphics.tudelft.nl/Publications-new/2013/LLB13a" }