Cellular automata for real-time generation of infinite cave levels

  • Authors:
  • Lawrence Johnson;Georgios N. Yannakakis;Julian Togelius

  • Affiliations:
  • IT University of Copenhagen, Copenhagen, Denmark;IT University of Copenhagen, Copenhagen, Denmark;IT University of Copenhagen, Copenhagen, Denmark

  • Venue:
  • Proceedings of the 2010 Workshop on Procedural Content Generation in Games
  • Year:
  • 2010

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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.