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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 |
Files in This Item:
File | Description | Size | Format | |
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Constructive_generation_methods_for_dungeons_and_levels_2016.pdf Restricted Access | 1.53 MB | Adobe PDF | View/Open Request a copy |
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