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

作者:

Highlights:

• Single Evolutionary Algorithm encoding able to create procedural dungeon and mission.

• Accurately create feasible dungeons of many sizes, linearity and locked-door puzzles.

• A game prototype was developed and used for experiments with players.

• Users evaluated the created content as human-made and fun as classic game levels.

• Generated content allows a more complete exploration when compared to classic levels.

摘要

•Single Evolutionary Algorithm encoding able to create procedural dungeon and mission.•Accurately create feasible dungeons of many sizes, linearity and locked-door puzzles.•A game prototype was developed and used for experiments with players.•Users evaluated the created content as human-made and fun as classic game levels.•Generated content allows a more complete exploration when compared to classic levels.

论文关键词:Evolutionary algorithm,Procedural content generation,Level generation,Mission generation,Adaptive game content

论文评审过程:Received 13 October 2020, Revised 26 December 2020, Accepted 3 April 2021, Available online 16 April 2021, Version of Record 7 May 2021.

论文官网地址:https://doi.org/10.1016/j.eswa.2021.115009