Procedural Generation of Dungeons

@article{Linden2014ProceduralGO,
  title={Procedural Generation of Dungeons},
  author={Roland van der Linden and Ricardo Lopes and Rafael Bidarra},
  journal={IEEE Transactions on Computational Intelligence and AI in Games},
  year={2014},
  volume={6},
  pages={78-89}
}
The use of procedural content generation (PCG) techniques in game development has been mostly restricted to very specific types of game elements. PCG has seldom been deployed for generating entire game levels, a notable exception to this being dungeons: a specific type of game level often encountered in adventure and role playing games. Due to their peculiar combination of pace, gameplay, and game spaces, dungeon levels are among the most suited to showcase the benefits of PCG. This paper… CONTINUE READING
Highly Cited
This paper has 60 citations. REVIEW CITATIONS

Citations

Publications citing this paper.
Showing 1-10 of 30 citations

61 Citations

0102030'14'15'16'17'18'19
Citations per Year
Semantic Scholar estimates that this publication has 61 citations based on the available data.

See our FAQ for additional information.

References

Publications referenced by this paper.
Showing 1-10 of 30 references

Automatic generation of dungeons for computer games

  • D. Adams
  • , B.Sc. thesis, University of Sheffield, UK.
  • 2002
Highly Influential
6 Excerpts