Two-step constructive approaches for dungeon generation

Michael Cerny Green, Ahmed Khalifa, Athoug Alsoughayer, Divyesh Surana, Antonios Liapis, Julian Togelius

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

    Abstract

    This paper presents a two-step generative approach for creating dungeons in the rogue-like puzzle game MiniDungeons 2. Generation is split into two steps, initially producing the architectural layout of the level as its walls and floor tiles, and then furnishing it with game objects representing the player's start and goal position, challenges and rewards. Three layout creators and three furnishers are introduced in this paper, which can be combined in different ways in the two-step generative process for producing diverse dungeons levels. Layout creators generate the floors and walls of a level, while furnishers populate it with monsters, traps, and treasures. We test the generated levels on several expressivity measures, and in simulations with procedural persona agents.

    Original languageEnglish (US)
    Title of host publicationProceedings of the 14th International Conference on the Foundations of Digital Games, FDG 2019
    EditorsFoaad Khosmood, Johanna Pirker, Thomas Apperley, Sebastian Deterding
    PublisherAssociation for Computing Machinery
    ISBN (Electronic)9781450372176
    DOIs
    StatePublished - Aug 26 2019
    Event14th International Conference on the Foundations of Digital Games, FDG 2019 - San Luis Obispo, United States
    Duration: Aug 26 2019Aug 30 2019

    Publication series

    NameACM International Conference Proceeding Series

    Conference

    Conference14th International Conference on the Foundations of Digital Games, FDG 2019
    CountryUnited States
    CitySan Luis Obispo
    Period8/26/198/30/19

    Keywords

    • Automated game playing
    • Expressive range analysis
    • Level generation
    • Procedural content generation

    ASJC Scopus subject areas

    • Software
    • Human-Computer Interaction
    • Computer Vision and Pattern Recognition
    • Computer Networks and Communications

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  • Cite this

    Green, M. C., Khalifa, A., Alsoughayer, A., Surana, D., Liapis, A., & Togelius, J. (2019). Two-step constructive approaches for dungeon generation. In F. Khosmood, J. Pirker, T. Apperley, & S. Deterding (Eds.), Proceedings of the 14th International Conference on the Foundations of Digital Games, FDG 2019 [84] (ACM International Conference Proceeding Series). Association for Computing Machinery. https://doi.org/10.1145/3337722.3341847