Please use this identifier to cite or link to this item:
https://www.um.edu.mt/library/oar/handle/123456789/22895
Title: | Cellular automata for real-time generation of infinite cave levels |
Authors: | Johnson, Lawrence Yannakakis, Georgios N. Togelius, Julian |
Keywords: | Real-time programming Video games Level design (Computer science) |
Issue Date: | 2010 |
Publisher: | Foundations of Digital Games |
Citation: | Johnson L., Yannakakis, G. N., & Togelius, J. (2010). Cellular automata for real-time generation of infinite cave levels. The International Conference on the Foundations of Digital Games, Monterey. |
Abstract: | This paper presents a reliable and efficient approach to procedurally generating level maps based on the self-organization capabilities of cellular automata (CA). A simple CA-based algorithm is evaluated on an infinite cave game, generating playable and well-designed tunnel-based maps. The algorithm has very low computational cost, permitting realtime content generation, and the proposed map representation provides sufficient flexibility with respect to level design. |
URI: | https://www.um.edu.mt/library/oar//handle/123456789/22895 |
Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
File | Description | Size | Format | |
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Cellular_automata_for_real-time_generation_of.pdf | 1.45 MB | Adobe PDF | View/Open |
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