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Constructive generation methods for dungeons and levels

Authors: Shaker, Noor (author); Liapis, Antonios (author); Togelius, Julian (author); De Vasconcelos Abreu Lopes, R. (author); Bidarra, Rafael (author);

Constructive generation methods for dungeons and levels

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.

Keywords

Artificial Intelligence (incl. Robotics), Computational Intelligence, User Interfaces and Human Computer Interaction, Game development, Computer Appl. in Arts and Humanities

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
views
OpenAIRE UsageCountsViews provided by UsageCounts
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29
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