Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/102205
Title: Constructive generation methods for dungeons and levels
Authors: Shaker, Noor
Liapis, Antonios
Togelius, Julian
Lopes, Ricardo
Bidarra, Rafael
Keywords: Graph grammars
Constructive mathematics
Application software
Artificial intelligence
Computational intelligence
Computer games -- Programming
Issue Date: 2016
Publisher: Springer
Citation: Shaker, N., Liapis, A., Togelius, J., Lopes, R. & Bidarra, R. (2016). Constructive generation methods for dungeons and levels. In N. Shaker, J. Togelius, M. J. Nelson (Eds.), Procedural Content Generation in Games (pp. 31-55). Cham: Springer.
Abstract: This chapter addresses a specific type of game content, the dungeon, and a number of commonly used methods for generating such content. These methods are all “constructive”, meaning that they run in fixed (usually short) time, and do not evaluate their output in order to re-generate it. Most of these methods are also relatively simple to implement. And while dungeons, or dungeon-like environments, occur in a very large number of games, these methods can often be made to work for other types of content as well. We finish the chapter by talking about some constructive generation methods for Super Mario Bros. levels.
URI: https://www.um.edu.mt/library/oar/handle/123456789/102205
Appears in Collections:Scholarly Works - InsDG

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