Proceedings of the ACM Southeast Conference 2022
DOI: 10.1145/3476883.3520214
|View full text |Cite
|
Sign up to set email alerts
|

Procedural dungeon generation for a 2D top-down game

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
0
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
2
1

Relationship

0
3

Authors

Journals

citations
Cited by 3 publications
(1 citation statement)
references
References 6 publications
0
0
0
Order By: Relevance
“…5 One approach is to have an agent solve a level and then solve the level again, but requirements like keys are removed. The difference between path lengths can be used as an indicator of difficulty (Weeks and Davis 2022). In my work, though, I need to validate a measure of difficulty before using it.…”
Section: Future Workmentioning
confidence: 99%
“…5 One approach is to have an agent solve a level and then solve the level again, but requirements like keys are removed. The difference between path lengths can be used as an indicator of difficulty (Weeks and Davis 2022). In my work, though, I need to validate a measure of difficulty before using it.…”
Section: Future Workmentioning
confidence: 99%