Procedural dungeon generation for a 2D top-down game

Author:

Weeks Michael1,Davis Jonathon1

Affiliation:

1. Georgia State University

Publisher

ACM

Reference13 articles.

1. A Survey of Procedural Content Generation Techniques Suitable to Game Development

2. Cheng-Yuan Cheng . 2014. Automatic Maze Generation and Difficulty Evaluation for Pac-Man . National Dong Hwa University , Hualien, Taiwan . Cheng-Yuan Cheng. 2014. Automatic Maze Generation and Difficulty Evaluation for Pac-Man. National Dong Hwa University, Hualien, Taiwan.

3. Donjon. 2009. 5e Random Dungeon Generator. https://donjon.bin.sh/5e/dungeon/ Donjon. 2009. 5e Random Dungeon Generator. https://donjon.bin.sh/5e/dungeon/

4. A Hybrid Approach to Procedural Generation of Roguelike Video Game Levels

5. Gary Gygax . 1979. Advanced Dungeons And Dragons Dungeon Masters Guide. TSR Games , Lake Geneva, WI . 97 pages. Gary Gygax. 1979. Advanced Dungeons And Dragons Dungeon Masters Guide. TSR Games, Lake Geneva, WI. 97 pages.

Cited by 2 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. 2-Step Evolutionary Algorithm for the generation of dungeons with lock door missions using horizontal symmetry;Proceedings of the Genetic and Evolutionary Computation Conference;2024-07-14

2. Solution Path Heuristics for Predicting Difficulty and Enjoyment Ratings of Roguelike Level Segments;Proceedings of the 19th International Conference on the Foundations of Digital Games;2024-05-21

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