A Hybrid Approach to Procedural Generation of Roguelike Video Game Levels
| dc.contributor.author | Gellel, Alexander | |
| dc.contributor.author | Sweetser Kyburz, Penny | |
| dc.date.accessioned | 2020-06-12T04:36:58Z | |
| dc.date.issued | 2020-09 | |
| dc.description.abstract | Algorithmic generation of data, known as procedural content generation, is an attractive prospect within the game development industry as a means of creating infinitely fresh and varied content. In this paper, we present an approach to level generation for rogue- like dungeon style levels, based on our examination of the suite of existing approaches used in formal research. Our generator aims to create simple dungeon style level layouts that are always playable. We utilise a hybrid technique combining context free grammars to generate a description of levels and a cellular automata inspired process to generate the physical space. The generator proves successful at consistently generating dungeon layouts that maintain completability at all times with sufficient variation, when accounting for the occasional need for corrective actions. We conclude that there is substantial value in hybrid approaches to automated level design and propose a new heuristic by which to assess dungeon style level content. | en_AU |
| dc.format.mimetype | application/pdf | en_AU |
| dc.identifier.isbn | 978-1-4503-8807-8/20/09 | en_AU |
| dc.identifier.uri | http://hdl.handle.net/1885/205015 | |
| dc.language.iso | en_AU | en_AU |
| dc.provenance | https://www.acm.org/publications/openaccess#green..."all ACM published authors retain the right to post the pre-submitted (also known as "pre-prints"), submitted, accepted, and peer-reviewed versions of their work in any and all of the following sites:Author's Homepage; Author's Institutional Repository" from the publisher site (as at 23/06/2020) | |
| dc.publisher | ACM | en_AU |
| dc.relation.ispartof | International Confer- ence on the Foundations of Digital Games (FDG ’20) | en_AU |
| dc.rights | © 2020 Copyright held by the owner/author(s). | en_AU |
| dc.subject | procedural content generation, PCG, context free grammars, game design, dungeons, roguelike | en_AU |
| dc.title | A Hybrid Approach to Procedural Generation of Roguelike Video Game Levels | en_AU |
| dc.type | Conference paper | en_AU |
| dcterms.accessRights | Open Access | |
| local.bibliographicCitation.lastpage | 10 | en_AU |
| local.bibliographicCitation.startpage | 1 | en_AU |
| local.contributor.affiliation | Kyburz, Penny, Research School of Computer Science, ANU College of Engineering and Computer Science, The Australian National University | en_AU |
| local.contributor.authoruid | u1027166 | en_AU |
| local.publisher.url | https://www.acm.org/ | en_AU |
| local.type.status | Accepted Version | en_AU |