Empowering quality diversity in dungeon design with interactive constrained MAP-Elites

Alberto Alvarez, Steve Dahlskog, Jose Font, Julian Togelius

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


    We propose the use of quality-diversity algorithms for mixed-initiative game content generation. This idea is implemented as a new feature of the Evolutionary Dungeon Designer, a system for mixed-initiative design of the type of levels you typically find in computer role playing games. The feature uses the MAP-Elites algorithm, an illumination algorithm which divides the population into a number of cells depending on their values along several behavioral dimensions. Users can flexibly and dynamically choose relevant dimensions of variation, and incorporate suggestions produced by the algorithm in their map designs. At the same time, any modifications performed by the human feed back into MAP-Elites, and are used to generate further suggestions.

    Original languageEnglish (US)
    Title of host publicationIEEE Conference on Games 2019, CoG 2019
    PublisherIEEE Computer Society
    ISBN (Electronic)9781728118840
    StatePublished - Aug 2019
    Event2019 IEEE Conference on Games, CoG 2019 - London, United Kingdom
    Duration: Aug 20 2019Aug 23 2019

    Publication series

    NameIEEE Conference on Computatonal Intelligence and Games, CIG
    ISSN (Print)2325-4270
    ISSN (Electronic)2325-4289


    Conference2019 IEEE Conference on Games, CoG 2019
    Country/TerritoryUnited Kingdom


    • Computer Games
    • Evolutionary Algorithms
    • Mixed-Initiative Co-Creativity
    • Procedural Content Generation

    ASJC Scopus subject areas

    • Artificial Intelligence
    • Computer Graphics and Computer-Aided Design
    • Computer Vision and Pattern Recognition
    • Human-Computer Interaction
    • Software


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