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Procedural generation of dungeons’ maps and locked-door missions through an evolutionary algorithm validated with players

Published: 15 October 2021 Publication History

Highlights

Single Evolutionary Algorithm encoding able to create procedural dungeon and mission.
Accurately create feasible dungeons of many sizes, linearity and locked-door puzzles.
A game prototype was developed and used for experiments with players.
Users evaluated the created content as human-made and fun as classic game levels.
Generated content allows a more complete exploration when compared to classic levels.

Abstract

The present research introduces an evolutionary algorithm able to procedurally generate dungeon maps containing locked door missions. The evolutionary algorithm evolves a tree structure, which encodes dungeons, aiming to generate levels close to the input configuration provided by a game designer. The tree structure holds information about the number of rooms, connections between them, and their position within a 2D map. The proposed encoding also allows evolving semantic information about the narrative of the game. This is done by feasibly setting keys and locks throughout the dungeons for locked door missions. The generated dungeons are then evaluated computationally and as a proof of concept using an adventure game prototype. A total of 70 players evaluated the contents and the results show that the procedurally generated levels are perceived as more human-made, fun, and difficult than their human-made counterparts for most cases.

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Cited By

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  • (2024)Game Software Engineering: A Controlled Experiment Comparing Automated Content Generation TechniquesProceedings of the 18th ACM/IEEE International Symposium on Empirical Software Engineering and Measurement10.1145/3674805.3686690(302-313)Online publication date: 24-Oct-2024
  • (2024)2-Step Evolutionary Algorithm for the generation of dungeons with lock door missions using horizontal symmetryProceedings of the Genetic and Evolutionary Computation Conference10.1145/3638529.3654153(1210-1218)Online publication date: 14-Jul-2024
  • (2023)Computer Aided Content Generation – A Gloomhaven Case StudyProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3587196(1-10)Online publication date: 12-Apr-2023

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Published In

cover image Expert Systems with Applications: An International Journal
Expert Systems with Applications: An International Journal  Volume 180, Issue C
Oct 2021
596 pages

Publisher

Pergamon Press, Inc.

United States

Publication History

Published: 15 October 2021

Author Tags

  1. Evolutionary algorithm
  2. Procedural content generation
  3. Level generation
  4. Mission generation
  5. Adaptive game content

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View all
  • (2024)Game Software Engineering: A Controlled Experiment Comparing Automated Content Generation TechniquesProceedings of the 18th ACM/IEEE International Symposium on Empirical Software Engineering and Measurement10.1145/3674805.3686690(302-313)Online publication date: 24-Oct-2024
  • (2024)2-Step Evolutionary Algorithm for the generation of dungeons with lock door missions using horizontal symmetryProceedings of the Genetic and Evolutionary Computation Conference10.1145/3638529.3654153(1210-1218)Online publication date: 14-Jul-2024
  • (2023)Computer Aided Content Generation – A Gloomhaven Case StudyProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3587196(1-10)Online publication date: 12-Apr-2023

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