Constructive generation methods for dungeons and levels

Noor Shaker, Antonios Liapis, Julian Togelius, Ricardo Lopes, Rafael Bidarra
Springer, page 31--55 - 2016
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This chapter addresses a specific type of game content, the dungeon, and a number of commonly used methods for generating such content. These methods are all "constructive", meaning that they run in fixed (usually short) time, and do not evaluate their output in order to re-generate it. Most of these methods are also relatively simple to implement. And while dungeons, or dungeon-like environments, occur in a very large number of games, these methods can often be made to work for other types of content as well. We finish the chapter by talking about some constructive generation methods for Super Mario Bros. levels.

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BibTex references

@InBook { SLTLB16,
  author       = "Shaker, Noor and Liapis, Antonios and Togelius, Julian and Lopes, Ricardo and Bidarra, Rafael",
  title        = "Constructive generation methods for dungeons and levels",
  chapter      = "3",
  series       = "Computational Synthesis and Creative Systems",
  pages        = "31--55",
  year         = "2016",
  publisher    = "Springer",
  note         = "ISBN 978-3-319-42714-0",
  url          = "http://graphics.tudelft.nl/Publications-new/2016/SLTLB16"
}

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» Julian Togelius
» Ricardo Lopes
» Rafael Bidarra






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