Mixed-initiative procedural generation of dungeons using game design patterns

A Baldwin, S Dahlskog, JM Font… - 2017 IEEE conference …, 2017 - ieeexplore.ieee.org
Procedural Content Generation (PCG) can be a useful tool for aiding creativity in the process
of designing game levels. Mixed-initiative level generation tools where a designer and an …

Fostering creativity in the mixed-initiative evolutionary dungeon designer

A Alvarez, S Dahlskog, J Font, J Holmberg… - Proceedings of the 13th …, 2018 - dl.acm.org
Mixed-initiative systems highlight the collaboration between humans and computers in
fostering the generation of more interesting content in game design. In light of the ever …

Autoencoder and evolutionary algorithm for level generation in lode runner

S Thakkar, C Cao, L Wang, TJ Choi… - 2019 IEEE Conference …, 2019 - ieeexplore.ieee.org
Procedural content generation can be used to create arbitrarily large amounts of game
levels automatically, but traditionally the PCG algorithms needed to be developed or …

Towards pattern-based mixed-initiative dungeon generation

A Baldwin, S Dahlskog, JM Font… - Proceedings of the 12th …, 2017 - dl.acm.org
Mixed-initiative Procedural Content Generation uses algorithms to assist human designers
in the collaborative creation of game content. Different mixed-initiative approaches use …

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

LT Pereira, PV de Souza Prado, RM Lopes… - Expert Systems with …, 2021 - Elsevier
The present research introduces an evolutionary algorithm able to procedurally generate
dungeon maps containing locked door missions. The evolutionary algorithm evolves a tree …

Assessing aesthetic criteria in the evolutionary dungeon designer

A Alvarez, S Dahlskog, J Font, J Holmberg… - Proceedings of the 13th …, 2018 - dl.acm.org
The Evolutionary Dungeon Designer (EDD)[1] is as a mixed-initiative tool for creating
dungeons for adventure games. Results from a user study with game developers positively …

Active learning for classifying 2d grid-based level completability

M Bazzaz, S Cooper - 2023 IEEE Conference on Games (CoG), 2023 - ieeexplore.ieee.org
Determining the completability of levels generated by procedural generators such as
machine learning models can be challenging, as it can involve the use of solver agents that …

Sturgeon-GRAPH: Constrained graph generation from examples

S Cooper - Proceedings of the 18th International Conference on …, 2023 - dl.acm.org
Procedural level generation techniques that learn local neighborhoods from example levels
(such as WaveFunctionCollapse) have risen in popularity. Usually the neighborhood …

Sturgeon-MKIII: Simultaneous level and example playthrough generation via constraint satisfaction with tile rewrite rules

S Cooper - Proceedings of the 18th International Conference on …, 2023 - dl.acm.org
Completability is a key aspect of procedural level generation. In this work, we present a
constraint-based approach to level generation for 2D tile-based games that simultaneously …

Sturgeon-MKIV: constraint-based level and playthrough generation with graph label rewrite rules

S Cooper, M Bazzaz - Proceedings of the AAAI Conference on Artificial …, 2024 - ojs.aaai.org
Procedurally generated game levels should be completable. The representation used for
levels and game mechanics impacts the types of games for which different techniques can …