Print Email Facebook Twitter Constructive generation methods for dungeons and levels Title Constructive generation methods for dungeons and levels Author Shaker, Noor (Aalborg University) Liapis, Antonios (University of Malta) Togelius, Julian (New York University) De Vasconcelos Abreu Lopes, R. (TU Delft Computer Graphics and Visualisation) Bidarra, Rafael (TU Delft Computer Graphics and Visualisation) Date 2016 Abstract This chapter addresses a specific type of game content, the dungeon, and a number of commonly used methods for generating such content. These methods are all “constructive”, meaning that they run in fixed (usually short) time, and do not evaluate their output in order to re-generate it. Most of these methods are also relatively simple to implement. And while dungeons, or dungeon-like environments, occur in a very large number of games, these methods can often be made to work for other types of content as well. We finish the chapter by talking about some constructive generation methods for Super Mario Bros. levels. Subject Artificial Intelligence (incl. Robotics)Game developmentComputational IntelligenceUser Interfaces and Human Computer InteractionComputer Appl. in Arts and Humanities To reference this document use: http://resolver.tudelft.nl/uuid:47da4ff4-263f-4ff4-937d-83700315cedb DOI https://doi.org/10.1007/978-3-319-42716-4_3 Publisher Springer ISBN 978-3-319-42714-0 Source Procedural Content Generation in Games Series Computational Synthesis and Creative Systems, 2509-6575 Part of collection Institutional Repository Document type book chapter Rights © 2016 Noor Shaker, Antonios Liapis, Julian Togelius, R. De Vasconcelos Abreu Lopes, Rafael Bidarra Files PDF chapter03.Online.pdf 3.23 MB Close viewer /islandora/object/uuid:47da4ff4-263f-4ff4-937d-83700315cedb/datastream/OBJ/view