Procedural personas as critics for dungeon generation

Antonios Liapis, Christoffer Holmgård, Georgios N. Yannakakis, Julian Togelius

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


    This paper introduces a constrained optimization method which uses procedural personas to evaluate the playability and quality of evolved dungeon levels. Procedural personas represent archetypical player behaviors, and their controllers have been evolved to maximize a specific utility which drives their decisions. A “baseline” persona evaluates whether a level is playable by testing if it can survive in a worst-case scenario of the playthrough. On the other hand, a Monster Killer persona or a Treasure Collector persona evaluates playable levels based on how many monsters it can kill or how many treasures it can collect, respectively. Results show that the implemented two-population genetic algorithm discovers playable levels quickly and reliably, while the different personas affect the layout, difficulty level and tactical depth of the generated dungeons.

    Original languageEnglish (US)
    Title of host publicationApplications of Evolutionary Computation - 18th European Conference, EvoApplications 2015, Proceedings
    EditorsGiovanni Squillero, Antonio M. Mora
    PublisherSpringer Verlag
    Number of pages13
    ISBN (Electronic)9783319165486
    StatePublished - 2015
    Event18th European Conference on the Applications of Evolutionary Computation, EvoApplications 2015 - Copenhagen, Denmark
    Duration: Apr 8 2015Apr 10 2015

    Publication series

    NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    ISSN (Print)0302-9743
    ISSN (Electronic)1611-3349


    Other18th European Conference on the Applications of Evolutionary Computation, EvoApplications 2015

    ASJC Scopus subject areas

    • Theoretical Computer Science
    • General Computer Science


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