Evolving dungeon crawler levels with relative placement

  • Authors:
  • Valtchan Valtchanov;Joseph Alexander Brown

  • Affiliations:
  • University of Guelph, Guelph, ON, Canada;University of Guelph, Guelph, ON, Canada

  • Venue:
  • Proceedings of the Fifth International C* Conference on Computer Science and Software Engineering
  • Year:
  • 2012

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Abstract

Procedural Content Generation (PCG) is the process of automating the construction of media types for use in game development, the movie industry, and other creative fields. By approaching the process of media creation as a search for content which is evaluated to express desirable features in a well-defined manner, we are able to apply evolutionary techniques such as genetic programming. This can greatly decrease the effort required to bring a project to completion by allowing artists and developers to focus on guiding the creation process. The specific generation process addressed is that of map creation for dungeon crawler video games. The search method proposed allows artists and developers to guide the generation process by specifying a set of tiles that define the composition of each map, and a fitness function that defines its structure.