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Mixed-initiative procedural generation of dungeons using game design patterns

Version 2 2024-06-13, 13:03
Version 1 2023-10-24, 21:49
conference contribution
posted on 2024-06-13, 13:03 authored by A Baldwin, S Dahlskog, JM Font, J Holmberg
Procedural Content Generation (PCG) can be a useful tool for aiding creativity in the process of designing game levels. Mixed-initiative level generation tools where a designer and an algorithm collaborate to iteratively generate game levels have been used for this purpose. However, it can be difficult for designers to work with tools that do not respond to the common language of games: game design patterns. We present the Evolutionary Dungeon Designer, the first step towards a mixed-initiative dungeon design tool which evolves dungeon rooms using game design patterns, as well as several metrics regarding the placement of treasures and enemies, in the fitness function of a genetic algorithm. Our results show that we are able to control the frequency, shape and type of design patterns, as well as properly place enemies and treasures in the generated rooms, using design pattern-related input parameters.

History

Pagination

25-32

Location

New York, N.Y.

Start date

2017-08-22

End date

2017-08-25

ISBN-13

9781538632338

Language

eng

Publication classification

E1.1 Full written paper - refereed

Copyright notice

2017, IEEE

Editor/Contributor(s)

[Unknown]

Title of proceedings

CIG 2017 : Proceedings of the 2017 IEEE Conference on Computational Intelligence and Games

Event

IEEE Computational Intelligence Society. Conference (2017 : New York, N.Y.)

Publisher

Institute of Electrical and Electronics Engineers

Place of publication

Piscataway, N.J.

Series

IEEE Computational Intelligence Society Conference

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