TY - GEN
T1 - Cellular automata for real-time generation of infinite cave levels
AU - Johnson, Lawrence
AU - Yannakakis, Georgios N.
AU - Togelius, Julian
PY - 2010
Y1 - 2010
N2 - This paper presents a reliable and efficient approach to procedurally generating level maps based on the self-organization capabilities of cellular automata (CA). A simple CA-based algorithm is evaluated on an infinite cave game, generating playable and well-designed tunnel-based maps. The algorithm has very low computational cost, permitting realtime content generation, and the proposed map representation provides sufficient exibility with respect to level design.
AB - This paper presents a reliable and efficient approach to procedurally generating level maps based on the self-organization capabilities of cellular automata (CA). A simple CA-based algorithm is evaluated on an infinite cave game, generating playable and well-designed tunnel-based maps. The algorithm has very low computational cost, permitting realtime content generation, and the proposed map representation provides sufficient exibility with respect to level design.
UR - http://www.scopus.com/inward/record.url?scp=77954982652&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=77954982652&partnerID=8YFLogxK
U2 - 10.1145/1814256.1814266
DO - 10.1145/1814256.1814266
M3 - Conference contribution
AN - SCOPUS:77954982652
SN - 9781450300230
T3 - Workshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 5th International Conference on the Foundations of Digital Games
BT - Workshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 5th International Conference on the Foundations of Digital Games
T2 - Workshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 2010 Foundations of Digital Games Conference
Y2 - 18 June 2010 through 18 June 2010
ER -