Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/1814256.1814266acmotherconferencesArticle/Chapter ViewAbstractPublication PagespcgamesConference Proceedingsconference-collections
research-article

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.

References

[1]
T. Adams. Re: Optimization-based versus "constructive" pcg (post to the "procedural content generation" google group).
[2]
F. Belhadj. Terrain modeling: a constrained fractal model. In 5th International conference on CG, virtual reality, visualisation and interaction in Africa, pages 197--204. ACM, 2007.
[3]
J. Doran and I. Parberry. Controlled Procedural Terrain Generation Using Software Agents. IEEE Transactions on Computational Intelligence and AI in Games, 2010. to appear.
[4]
D. Ebert, K. Musgrave, D. Peachey, K. Perlin, and S. Worley. Texturing and Modeling: A Procedural Approach. Morgan Kaufmann, 3rd edition edition, 2003.
[5]
T. Forsyth. Game Programming Gems 3, chapter Cellular Automata for Physical Modelling. Charles River Media, Inc., 2002.
[6]
M. Frade, F. F. de Vega, and C. Cotta. Evolution of artificial terrains for video games based on accessibility. In Proceedings of EvoApplications 2010, volume 6024, LNCS, pages 90--99, Istanbul, 2010. Springer.
[7]
T. W. Malone. What makes computer games fun? Byte, 6:258--277, 1981.
[8]
J. Olsen. Realtime procedural terrain generation. Technical report, Oddlabs, 2004.
[9]
N. Sorenson and P. Pasquier. Towards a generic framework for automated video game level creation. In Proceedings of EvoApplications 2010, volume 6024, LNCS, pages 130--139, Istanbul, 2010. Springer.
[10]
P. Sweetser and J. Wiles. Combining influence maps and cellular automata for reactive game agents. In Intelligent Data Engineering and Automated Learning --- IDEAL 2005, volume LNCS 3578, pages 524--531. Springer Berlin / Heidelberg, 2005.
[11]
P. Sweetser and J. Wiles. Scripting versus emergence: issues for game developers and players in game environment design. International Journal of Intelligent Games and Simulations, 4(1):1--9, 2005.
[12]
J. Togelius, G. N. Yannakakis, K. O. Stanley, and C. Browne. Search-based procedural content generation. In Proceedings of EvoApplications 2010, volume 6024, LNCS, pages 140--149, Istanbul, 2010. Springer.

Cited By

View all
  • (2025)Procedural game level generation with GANs: potential, weaknesses, and unresolved challenges in the literatureMultimedia Tools and Applications10.1007/s11042-025-20612-9Online publication date: 18-Jan-2025
  • (2025)Art and Animation: Procedural Content Generation for Sprite Sheet CreationVideogame Sciences and Arts10.1007/978-3-031-81713-7_15(215-227)Online publication date: 2-Feb-2025
  • (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
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

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]

Sponsors

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

In-Cooperation

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 18 June 2010

Permissions

Request permissions for this article.

Check for updates

Qualifiers

  • Research-article

Conference

FDG '10
Sponsor:
  • SASDG

Acceptance Rates

Overall Acceptance Rate 13 of 15 submissions, 87%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)155
  • Downloads (Last 6 weeks)25
Reflects downloads up to 05 Mar 2025

Other Metrics

Citations

Cited By

View all
  • (2025)Procedural game level generation with GANs: potential, weaknesses, and unresolved challenges in the literatureMultimedia Tools and Applications10.1007/s11042-025-20612-9Online publication date: 18-Jan-2025
  • (2025)Art and Animation: Procedural Content Generation for Sprite Sheet CreationVideogame Sciences and Arts10.1007/978-3-031-81713-7_15(215-227)Online publication date: 2-Feb-2025
  • (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
  • Show More Cited By

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media