2018 · 23 citations · 17 references
Artificial IntelligenceEngineeringConstraint ProgrammingConstraint SolvingData ScienceAnswer Set ProgrammingDiscrete MathematicsCombinatorial OptimizationControllable ApproachComputational GeometryGeneral Game PlayingGame DesignProcedural GenerationTemporal DependenciesDesignComputer ScienceSoftware DesignAlternate ApproachConstraint SatisfactionAi PlanningGraph-based GenerationAutomated ReasoningFormal MethodsProcedural Modeling
The construction of dungeons in typical action-adventure computer games entails composing a complex arrangement of structural and temporal dependencies. It is not simple to generate dungeons with correct lock-and-key structures. In this paper we sketch a controllable approach to building graph-based models of acyclic dungeon levels via declarative constraint solving, that is capable of satisfying a range of hard gameplay and design constraints. We use a quantitative expressive range analysis to characterise the initial output of the system, present an example of the degree to which the output may be altered, and show a comparison with an alternate approach.
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Analyzing the expressive range of a level generator
Gillian Smith, Jim Whitehead · 2010 · 196 citations
Engineering, Computer Architecture, Software Engineering +19