2021
DOI: 10.1609/aiide.v9i3.12592
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Designing Procedurally Generated Levels

Abstract: There is an increasing demand to improve the procedural generation of game levels. Our approach empowers game designers to author and control level generators, by expressing gameplay-related design constraints. Graph grammars, resulting from these designer-expressed constraints, can generate sequences of desired player actions as well as their associated target content. These action graphs are used to determine layouts and content for game levels. We showcase this approach with a case study on a dungeon crawle… Show more

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Cited by 7 publications
(4 citation statements)
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“…In case of computer games, level of control is equally important as interesting results. In [30] the user can choose a set of actions, that will later be represented in the resulting map. Used constraints are all gameplay-related and need to be specified by the designers.…”
Section: Procedural Generation For Gamesmentioning
confidence: 99%
“…In case of computer games, level of control is equally important as interesting results. In [30] the user can choose a set of actions, that will later be represented in the resulting map. Used constraints are all gameplay-related and need to be specified by the designers.…”
Section: Procedural Generation For Gamesmentioning
confidence: 99%
“…That object is then presented under a randomized choice of orientations, and hence of possible hole shapes, in that level. Besides preventing solution memory issues, such an approach has the additional advantage that we can control the complexity of the shape generated, effectively allowing for a dynamic difficulty adjustment, following a smooth and adaptive progression over the levels [19]. In this section, we describe the procedural generation method developed for this purpose.…”
Section: Procedural Object Generationmentioning
confidence: 99%
“…Ropossum helps users to create and test puzzle levels by using grammatical evolution [26]. Linden et al generate dungeons that fulfill high-level designer-specified gameplay requirements [16].…”
Section: Mixed-initiative Content Creationmentioning
confidence: 99%