• Corpus ID: 14855772

Automatic Generation of Dungeons for Computer Games

  title={Automatic Generation of Dungeons for Computer Games},
  author={Michael Mendler and David Adams},
The genre of dungeon games, or first-person shooter games as they are more commonly known, has emerged over the last ten years to become one of the most popular types of computer game. At present, the levels in this type of game are generated manually, which is a very expensive and time-consuming process for games companies. If levels could be generated automatically then this would not only reduce development costs, but allow levels to be generated at run-time, giving game players a new… 

Procedural Generation of Dungeons

It is concluded that the foundations for enabling gameplay-based control of dungeon-level generation are worth being researched, and that its promising results may be instrumental in bringing PCG into mainstream game development.

Chapter 3 Constructive generation methods for dungeons and levels

This chapter addresses a specific type of game content, the dungeon, and a number of commonly used methods for generating such content. These methods are all “constructive”, meaning that they run in

Constructive generation methods for dungeons and levels

This chapter addresses a specific type of game content, the dungeon, and a number of commonly used methods for generating such content, all “constructive”, meaning that they run in fixed time, and do not evaluate their output in order to re-generate it.

Procedural content generation for games: A survey

This is the first comprehensive survey of the field of PCG-G, and introduces a comprehensive, six-layered taxonomy of game content: bits, space, systems, scenarios, design, and derived.

Procedural Content Generation in Games

This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of


This paper investigates strategies to generate levels for action-adventure games. This genre relies more strongly on well-designed levels than rule-driven genres such as strategy or role-playing

Level Design on Rogue-like Games: An Analysis of Crypt of the Necrodancer and Shattered Planet

Rogue-like games have acquired a special spot in the independent game industry. As a genre that includes procedural content generation, its games provide players with an incredible amount of content

Generating Missions and Spaces for Adaptable Play Experiences

  • J. DormansS. Bakkes
  • Business
    IEEE Transactions on Computational Intelligence and AI in Games
  • 2011
The approach outlined by this article distinguishes between missions and spaces as two separate structures that need to be generated in two individual steps, and incorporates techniques to establish and exploit player models in actual play.

Perception of Difficulty in 2D Platformers Using Graph Grammars

A new method is created that combines Dynamic Difficulty Adjustment and the principle of Graph Grammars to create levels with a specific degree of difficulty to offer players a suitable experience that matches their abilities and the difficulty of the games they play.

Improving Procedural 2D Map Generation Based on Multi-Layered Cellular Automata and Hilbert Curves

Results show that this methodology can be used for the generation of organic, cohesive game levels, especially within games that rely on replayability.



Game design : theory and practice

This book delves into the entire breadth of interactive games, covering computer, console, and arcade titles, and spanning a variety of gaming genres including strategy, adventure, simulation, action, role-playing, sports, and wargames.

Evolution and the Theory of Games

It is beginning to become clear that a range of problems in evolution theory can most appropriately be attacked by a modification of the theory of games, a branch of mathematics first formulated by Von Neumann and Morgenstern in 1944 for the analysis of human conflicts.


There is something slightly madcap in agreeing to make a hundred year prophecy about a field of study less than fifty years old, particularly a field that has undergone considerable evolution in that

Non-cooperative games

Non-cooperative game models are described and game theoretic solution concepts are discussed, as well as refinements and relaxations of rationalizability and correlated equilibria.

Computer rendering of stochastic models

A new algorithm is introduced that computes a realistic, visually satisfactory approximation to fractional Brownian motion in faster time than with exact calculations, and allows complex motion to be created inexpensively.

A Parsing Algorithm for Context-sensitive Graph Grammars

The rst parsing algorithm for context-sensitive graph grammars is developed which allows left-and right-sides of productions to be almost arbitrary graphs and allows for independent optimization eeorts in the form of heuristics which reduce the algorithm's exponential time and space requirements dramatically for \real world" examples.

Defining and Parsing Visual Languages with Layered Graph Grammars

The notion of layeredcontext-sensitive graph grammars, together with a bottom-up/top-down parsing algorithm, which can be used to generate syntax directed VL editors, which support "free editing' and parsing of their underlying graph structures.

Equilibrium Points in N-Person Games.

  • J. Nash
  • Economics
    Proceedings of the National Academy of Sciences of the United States of America
  • 1950
One may define a concept of an n -person game in which each player has a finite set of pure strategies and in which a definite set of payments to the n players corresponds to each n -tuple of pure

The Theory of Games

The study of games is tantamount to a study of human behavior in a given economic situation that is based on the theory of games.

Graph Transformation for Specification and Programming