TY - GEN
T1 - Generating Redstone Style Cities in Minecraft
AU - Huang, Shuo
AU - Hu, Chengpeng
AU - Togelius, Julian
AU - Liu, Jialin
N1 - Publisher Copyright:
© 2023 IEEE.
PY - 2023
Y1 - 2023
N2 - Procedurally generating cities in Minecraft provides players more diverse scenarios and could help understand and improve the design of cities in other digital worlds and the real world. This paper presents a city generator that was submitted as an entry to the 2023 Edition of Minecraft Settlement Generation Competition for Minecraft. The generation procedure is composed of six main steps, namely vegetation clearing, terrain reshaping, building layout generation, route planning, streetlight placement, and wall construction. Three algorithms, including a heuristic-based algorithm, an evolving layout algorithm, and a random one are applied to generate the building layout, thus determining where to place different redstone style buildings, and tested by generating cities on random maps in limited time. Experimental results show that the heuristic-based algorithm is capable of finding an acceptable building layout faster for flat maps, while the evolving layout algorithm performs better in evolving layout for rugged maps. A user study is conducted to compare our generator with outstanding entries of the competition's 2022 edition using the competition's evaluation criteria and shows that our generator performs well in the adaptation and functionality criteria.
AB - Procedurally generating cities in Minecraft provides players more diverse scenarios and could help understand and improve the design of cities in other digital worlds and the real world. This paper presents a city generator that was submitted as an entry to the 2023 Edition of Minecraft Settlement Generation Competition for Minecraft. The generation procedure is composed of six main steps, namely vegetation clearing, terrain reshaping, building layout generation, route planning, streetlight placement, and wall construction. Three algorithms, including a heuristic-based algorithm, an evolving layout algorithm, and a random one are applied to generate the building layout, thus determining where to place different redstone style buildings, and tested by generating cities on random maps in limited time. Experimental results show that the heuristic-based algorithm is capable of finding an acceptable building layout faster for flat maps, while the evolving layout algorithm performs better in evolving layout for rugged maps. A user study is conducted to compare our generator with outstanding entries of the competition's 2022 edition using the competition's evaluation criteria and shows that our generator performs well in the adaptation and functionality criteria.
KW - Minecraft
KW - city generation
KW - competition
KW - procedural content generation
KW - settlement generation
UR - http://www.scopus.com/inward/record.url?scp=85180549898&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85180549898&partnerID=8YFLogxK
U2 - 10.1109/CoG57401.2023.10333184
DO - 10.1109/CoG57401.2023.10333184
M3 - Conference contribution
AN - SCOPUS:85180549898
T3 - IEEE Conference on Computatonal Intelligence and Games, CIG
BT - Proceedings of the 2023 IEEE Conference on Games, CoG 2023
PB - IEEE Computer Society
T2 - 5th Annual IEEE Conference on Games, CoG 2023
Y2 - 21 August 2023 through 24 August 2023
ER -