Procedural Content Generation in Games

Constructive generation methods for dungeons and levels

Noor Shaker, Antonios Liapis, Julian Togelius, Ricardo Lopes, and Rafael Bidarra

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.


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Noor Shaker, Antonios Liapis, Julian Togelius, Ricardo Lopes, and Rafael Bidarra, Constructive generation methods for dungeons and levels, Procedural Content Generation in Games, pp. 31–55, 2016.

BibTex

@inbook{bib:shaker:2016,
    author       = { Shaker, Noor and Liapis, Antonios and Togelius, Julian and Lopes, Ricardo and Bidarra, Rafael },    
    title        = { Constructive generation methods for dungeons and levels },
    booktitle    = { Procedural Content Generation in Games },
    year         = { 2016 },
    pages        = { 31--55 },
    publisher    = { Springer },
    note         = { ISBN 978-3-319-42714-0 },
    doi          = { 10.1007/978-3-319-42716-4_3 },
    url          = { https://publications.graphics.tudelft.nl/papers/199 },
}