Mixed-initiative procedural generation of dungeons using game design patterns
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conference contribution
posted on 2024-06-13, 13:03authored byA 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