Generating Rooms using Generative Grammars and Genetic Algorithms

  • Artur Franco UFC
  • Wellington Franco UFC
  • José Maia UFC
  • Miguel Franklin UFC

Resumo


Bi-dimensional game environments are usually not designed as a single piece, but built on top of smaller pieces called tiles which, are typically grouped into tilesets. These work as a palette for creating backgrounds, so the resulting map also demands careful positioning of game objects. However, many modern games demand a high volume of scenarios composed of a myriad of tilesets, i.e., creating this kind of game content may be difficult and challenging for humans, so Procedural Content Generation (PCG) techniques can be used to address this problem. In this paper, we propose a novel PCG technique to speed up this process. We model generative grammars whose association rules yield strings that represent the objects arranged in the scene. We show that it is possible to define simple generation directives leaving it to a genetic algorithm process to control the best distributions of weights on the rules. We evaluate our technique under the scenario of generating game rooms for the popular JRPG (Japanese Role-Playing Game), resulting in varied and good-looking rooms.
Palavras-chave: Video games, Instruments, Reverse engineering, Prototypes, Process control, Games, Generators, procedural content generation, map generation, role-playing games, genetic algorithm
Publicado
24/10/2022
Como Citar

Selecione um Formato
FRANCO, Artur; FRANCO, Wellington ; MAIA, José; FRANKLIN , Miguel. Generating Rooms using Generative Grammars and Genetic Algorithms. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 21. , 2022, Natal/RN. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2022 . p. 31-36.