2021
DOI: 10.1016/j.eswa.2021.115009
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Procedural generation of dungeons’ maps and locked-door missions through an evolutionary algorithm validated with players

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Cited by 13 publications
(14 citation statements)
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“…So far, the works that generate levels with locked-door missions have applied GG approaches to their solutions. Differently from them, Pereira et al presented a search-based algorithm for dungeon level generation with locked-door missions for Action-Adventure games [18]. The proposed algorithm is the base for the approach introduced in this paper.…”
Section: Workmentioning
confidence: 99%
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“…So far, the works that generate levels with locked-door missions have applied GG approaches to their solutions. Differently from them, Pereira et al presented a search-based algorithm for dungeon level generation with locked-door missions for Action-Adventure games [18]. The proposed algorithm is the base for the approach introduced in this paper.…”
Section: Workmentioning
confidence: 99%
“…According to van der Linden et al, dungeons are labyrinth environments composed of challenges, rewards, and puzzles interrelated with the playspace and time, where the former is the physical layout where the game takes place [9,24]. Furthermore, these games present missions, i.e., a set of goals that the player must accomplish [18]. Examples of such a mission are: defeat/kill some enemies, talk to characters, collect some items, collect keys to open locked doors, among others.…”
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confidence: 99%
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