Texturing and Modeling: A Procedural Approach
Texturing and Modeling: A Procedural Approach
Terrain modeling: a constrained fractal model
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Combining influence maps and cellular automata for reactive game agents
IDEAL'05 Proceedings of the 6th international conference on Intelligent Data Engineering and Automated Learning
Evolution of artificial terrains for video games based on accessibility
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Towards a generic framework for automated video game level creation
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Search-based procedural content generation
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
Evolving dungeon crawler levels with relative placement
Proceedings of the Fifth International C* Conference on Computer Science and Software Engineering
Procedural content generation for games: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Dynamic quest plot generation using Petri net planning
Proceedings of the Workshop at SIGGRAPH Asia
Automatic shape generation based on quadratic four-dimensional fractals
ICCVG'12 Proceedings of the 2012 international conference on Computer Vision and Graphics
Compositional procedural content generation
Proceedings of the The third workshop on Procedural Content Generation in Games
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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.