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Cellular automata for real-time generation of infinite cave levels

Published: 18 June 2010 Publication History

Abstract

This paper presents a reliable and efficient approach to procedurally generating level maps based on the self-organization capabilities of cellular automata (CA). A simple CA-based algorithm is evaluated on an infinite cave game, generating playable and well-designed tunnel-based maps. The algorithm has very low computational cost, permitting realtime content generation, and the proposed map representation provides sufficient flexibility with respect to level design.

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T. Forsyth. Game Programming Gems 3, chapter Cellular Automata for Physical Modelling. Charles River Media, Inc., 2002.
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Cited By

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  • (2024)Nested Wave Function Collapse Enables Large-Scale Content GenerationIEEE Transactions on Games10.1109/TG.2024.337763716:4(892-902)Online publication date: Dec-2024
  • (2024)Analysing the effect of latent space mutation strategies for PCGML2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645585(1-8)Online publication date: 5-Aug-2024
  • (2024)Procedural generation of cave-like tiles with cellular automata and Blender Geometry Nodes2024 25th International Conference on Computational Problems of Electrical Engineering (CPEE)10.1109/CPEE64152.2024.10720415(1-4)Online publication date: 10-Sep-2024
  • Show More Cited By

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cover image ACM Other conferences
PCGames '10: Proceedings of the 2010 Workshop on Procedural Content Generation in Games
June 2010
67 pages
ISBN:9781450300230
DOI:10.1145/1814256
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • SASDG: The Society for the Advancement of the Study of Digital Games

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 18 June 2010

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FDG '10
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Overall Acceptance Rate 13 of 15 submissions, 87%

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Cited By

View all
  • (2024)Nested Wave Function Collapse Enables Large-Scale Content GenerationIEEE Transactions on Games10.1109/TG.2024.337763716:4(892-902)Online publication date: Dec-2024
  • (2024)Analysing the effect of latent space mutation strategies for PCGML2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645585(1-8)Online publication date: 5-Aug-2024
  • (2024)Procedural generation of cave-like tiles with cellular automata and Blender Geometry Nodes2024 25th International Conference on Computational Problems of Electrical Engineering (CPEE)10.1109/CPEE64152.2024.10720415(1-4)Online publication date: 10-Sep-2024
  • (2024)Predicting non-linear stress–strain response of mesostructured cellular materials using supervised autoencoderComputer Methods in Applied Mechanics and Engineering10.1016/j.cma.2024.117372432(117372)Online publication date: Dec-2024
  • (2024)Grammar-Based Evolution of PolyominoesGenetic Programming10.1007/978-3-031-56957-9_4(56-72)Online publication date: 28-Mar-2024
  • (2023)Generating layout for complex cave-like levels with schematic maps and Cellular AutomataMachine Graphics and Vision10.22630/MGV.2023.32.2.332:2(45-65)Online publication date: 11-Dec-2023
  • (2023)How to improve the quality of GAN-based map generatorsProceedings of the 22nd Brazilian Symposium on Games and Digital Entertainment10.1145/3631085.3631324(106-113)Online publication date: 6-Nov-2023
  • (2023)Parallelized Control-Aware Motion Planning With Learned Controller ProxiesIEEE Robotics and Automation Letters10.1109/LRA.2023.32489008:4(2237-2244)Online publication date: Apr-2023
  • (2023)Procedural 2D Dungeon Generation Using Binary Space Partition Algorithm And L-Systems2023 International Conference on Computer, Control, Informatics and its Applications (IC3INA)10.1109/IC3INA60834.2023.10285811(365-369)Online publication date: 4-Oct-2023
  • (2023)Extend Wave Function Collapse Algorithm to Large-Scale Content Generation2023 IEEE Conference on Games (CoG)10.1109/CoG57401.2023.10333214(1-8)Online publication date: 21-Aug-2023
  • Show More Cited By

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