Cellular automata for real-time generation of infinite cave levels

Lawrence Johnson, Georgios N. Yannakakis, Julian Togelius

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Abstract

    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.

    Original languageEnglish (US)
    Title of host publicationWorkshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 5th International Conference on the Foundations of Digital Games
    DOIs
    StatePublished - 2010
    EventWorkshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 2010 Foundations of Digital Games Conference - Monterey, CA, United States
    Duration: Jun 18 2010Jun 18 2010

    Publication series

    NameWorkshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 5th International Conference on the Foundations of Digital Games

    Other

    OtherWorkshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 2010 Foundations of Digital Games Conference
    CountryUnited States
    CityMonterey, CA
    Period6/18/106/18/10

    ASJC Scopus subject areas

    • Computer Graphics and Computer-Aided Design
    • Human-Computer Interaction
    • Software

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