Automating Dungeon Level Design using Search-based Procedural Generation
Resumo
The adoption of procedural content generation in electronic games is increasing, allowing for the quick and cost-effective creation of game artifacts like music, scenarios, and art, which aids or replaces manual content creation. Metaheuristics, such as Genetic Algorithms are effective in solving complex problems by exploring the solution space. This study implemented and analyzed this algorithm for generating procedural content in dungeon games, focusing on scenarios and enemies. Experimental evaluations demonstrated efficient optimization of room layouts and enemy distributions, with smaller room sizes producing better fitness results.
Palavras-chave:
procedural content generation, genetic algorithm, 2d game design
Referências
Adams, E. (2009). Fundamentals of Game Design 2nd Edition. New Riders, 2 edition.
Brown, J. A., Lutfullin, B., e Oreshin, P. (2017). Procedural content generation of level layouts for hotline miami. In 2017 9th Computer Science and Electronic Engineering (CEEC).
de Lima, E. S., Feijó, B., e Furtado, A. L. (2019). Procedural generation of quests for games using genetic algorithms and automated planning. In SBGames, pages 144–153.
Ruela, A. S. e Guimarães, F. G. (2014). Coevolutionary procedural generation of battle formations in massively multiplayer online strategy games. In 2014 Brazilian Symposium on Computer Games and Digital Entertainment.
Russel, S. e Norvig, P. (2013). Inteligência Artificial 3a .ed. Elsevier Editora Ltda, Rio de Janeiro, Rio de Janeiro. [TOGELIUS et al. 2011] TOGELIUS, J., YANN
TOGELIUS, J., YANNAKAKIS, G. N., STANLEY, K. O., e BROWNE, C. (2011). Search-based procedural content generation: A taxonomy and survey. IEEE Transactions on Computational Intelligence and AI in Games, 3(3):172–186.
Brown, J. A., Lutfullin, B., e Oreshin, P. (2017). Procedural content generation of level layouts for hotline miami. In 2017 9th Computer Science and Electronic Engineering (CEEC).
de Lima, E. S., Feijó, B., e Furtado, A. L. (2019). Procedural generation of quests for games using genetic algorithms and automated planning. In SBGames, pages 144–153.
Ruela, A. S. e Guimarães, F. G. (2014). Coevolutionary procedural generation of battle formations in massively multiplayer online strategy games. In 2014 Brazilian Symposium on Computer Games and Digital Entertainment.
Russel, S. e Norvig, P. (2013). Inteligência Artificial 3a .ed. Elsevier Editora Ltda, Rio de Janeiro, Rio de Janeiro. [TOGELIUS et al. 2011] TOGELIUS, J., YANN
TOGELIUS, J., YANNAKAKIS, G. N., STANLEY, K. O., e BROWNE, C. (2011). Search-based procedural content generation: A taxonomy and survey. IEEE Transactions on Computational Intelligence and AI in Games, 3(3):172–186.
Publicado
30/09/2024
Como Citar
SO, Arthur R. Pinheiro; SOUZA, Alinne C. Corrêa; COSTA, Lincoln M.; MANTOVANI, Rafael G.; SOUZ, Francisco Carlos M..
Automating Dungeon Level Design using Search-based Procedural Generation. In: TRILHA DE COMPUTAÇÃO – ARTIGOS CURTOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES) , 2024
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 80-84.
DOI: https://doi.org/10.5753/sbgames_estendido.2024.241254.