TY - GEN
T1 - Two-step constructive approaches for dungeon generation
AU - Green, Michael Cerny
AU - Khalifa, Ahmed
AU - Alsoughayer, Athoug
AU - Surana, Divyesh
AU - Liapis, Antonios
AU - Togelius, Julian
N1 - Funding Information:
Michael Cerny Green acknowledges the financial support of the SOE Fellowship from NYU Tandon School of Engineering. Ahmed Khalifa acknowledges the financial support from NSF grant (Award number 1717324 - "RI: Small: General Intelligence through Algorithm Invention and Selection.").
Publisher Copyright:
© 2019 ACM.
PY - 2019/8/26
Y1 - 2019/8/26
N2 - 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.
AB - 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.
KW - Automated game playing
KW - Expressive range analysis
KW - Level generation
KW - Procedural content generation
UR - http://www.scopus.com/inward/record.url?scp=85072834496&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85072834496&partnerID=8YFLogxK
U2 - 10.1145/3337722.3341847
DO - 10.1145/3337722.3341847
M3 - Conference contribution
AN - SCOPUS:85072834496
T3 - ACM International Conference Proceeding Series
BT - Proceedings of the 14th International Conference on the Foundations of Digital Games, FDG 2019
A2 - Khosmood, Foaad
A2 - Pirker, Johanna
A2 - Apperley, Thomas
A2 - Deterding, Sebastian
PB - Association for Computing Machinery
T2 - 14th International Conference on the Foundations of Digital Games, FDG 2019
Y2 - 26 August 2019 through 30 August 2019
ER -