scholarly journals Procedural Dungeon Generation: A Survey

2021 ◽  
Vol 12 (1) ◽  
pp. 83-101
Author(s):  
Breno M. F. Viana ◽  
Selan R. Dos Santos

Procedural content generation (PCG) is a method of content creation entirely or partially done by computers. PCG is popularly employed in game development to produce game content, such as maps and levels. Representative examples of games using PCG are Rogue (1998), which introduced the rogue­like genre, and No Man’s Sky (2016), which generated whole worlds with fauna and flora. PCG may generate final contents, ready to be added to a game, or intermediate contents, which might be polished by human designers or work as an input level sketch to be interpreted by a level translator. In this paper, we survey the current state of procedural dungeon generation (PDG) research, a PCG subarea, applied in the context of games. For each work we selected in this survey, we examined and compared how they created game features, what type of level structure and representation they propose, which content generation strategy they applied, and, finally, we classify them according to the taxonomy of procedural content generation proposed by Togelius et al. (2016). The most relevant findings of our survey are: (1) PDG for 3D levels has been little explored; (2) few works supported levels with barriers, a game mechanic which temporarily blocks the player progression, and; (3) mixed-initiative approaches, i.e., software that helps human designers by making suggestions to the levels being created, are little explored.

Repositor ◽  
2020 ◽  
Vol 2 (7) ◽  
pp. 965
Author(s):  
Naufal Azzmi ◽  
Lailatul Husniah ◽  
Ali Sofyan Kholimi

AbstrakPerkembangan game pada saat ini berkembang dengan sangat cepat, dalam perkermbangan game topik AI adalah topik yang paling banyak diteliti oleh beberapa peneliti khususnya pada pembuatan suatu konten game menggunakan metode PCG (procedural content generation). Pada pembuatan sebuah game world menggunakan metode PCG sudah banyak developer game yang sukses dengan mengimplementasikan metode ini, metode ini banyak digunkan pada geme dengan genre RPG, Rouglikes, Platformer, SandBox, Simulation dan lain sebagainya, Pada penelitian ini berfokus pada pengembangan sebuah game world generator untuk game berjenis open world yang berupa sebuah kepulauan dengan metode PCG dengan menggunakan algoritma perlin noise sebagai algoritma pembentuk textur utama pulau yang dimana pada penelitian ini memanfaatkan beberapa variable noise seperti octave, presistance dan lacunarity guna untuk menambah kontrol dari hasil textur yang dihasilkan serta algoritma penempatan pulau untuk membuat sebuah game world yang menyerupai sebuah kepulauan. Dari hasil uji generator terkait degan pengujian playability dan performa dapat disimpulkan bahwa generator yang dikembangkan playable serta performa yang dianaliasa menggunakan notasi Big O menunjukkan  (linear). Abstract Game development is currently growing very fast, game development AI is the most discussed topic by most researchers especially in the developing of game content using the PCG (procedural content generation) method. In making a game world using the PCG method, many game developers have succeeded by implementing this method, this method is widely used on RPGs, Rouglikes, Platformers, SandBox, Simulations and ect,. This study focuses on developing a game world generator game for open world type games in the form of an archipelago using the PCG method using the noise perlin algorithm as the island's main texturizing algorithm which in this study utilizes several noise variables such as octave, presistance and use for add control of the texture results as well as the island placement algorithm’s to create a game world that resembles an archipelago form. From the generator test results related to the playability and performance testing, it shows that map are being generated by the generators are playable and performance that are analyzed using Big O notation show O (n) (linear).


Repositor ◽  
2020 ◽  
Vol 2 (3) ◽  
pp. 373
Author(s):  
Elbert Setiadharma ◽  
Lailatul Husniah ◽  
Ali Sofyan Kholimi

Abstrakperkembangan game diranah industri berkembang pesat, banyak inovasi yang telah diciptakan agar dapat memaksimalkan kinerja sistem yang mulai kian beragam bersamaan dengan banyak hal yang ditawarkan. melihat perkembangan ini banyak developer pintar memilah metode-metode yang diperlukan agar proses pembuatan game tidak terhambat. salah satu komponen dalam game yang perlu diperhatikan lebih adalah environment, dimana environment merupakan unsur game yang sangat penting. kebanyakan developer merasa kesulitan dalam menciptakan environment yang beragam namun dalam waktu yang singkat. salah satu cara menyiasati adalah dengan cara menerapkan metode procedural content Generator. konteks environment yang mudah dalam penerapan untuk skala prototyping adalah labirin, dimana segala unsur komponen game didalamnya dapat ditentukan sesuai variabel yang telah dirancang oleh developer game. metode algoritma penerapan untuk PCG environment beragam terutama pada bidang labirin, salah satunya algoritmanya adalah Recursive Backtracking, dimana algoritma ini banyak digunakan demi mendapatkan environment yang sesuai dengan kehendak developer game serta banyak memiliki keuntungan dibandingkan dengan algoritma PCG dalam bidang labirin lainnya. berbekal penelitian sebelumnya yang mengatakan bahwa algoritma Recursive Backtracking merupakan algoritma yang tepat untuk mengolah konten labirin secara prosedural, maka penelitian ini akan dilakukan untuk membuktikan apakah algoritma Backtracking dalam pembuatan PCG untuk bidang labirin telah sesuai dengan pernyataan penelitian sebelumnya. Abstract Video game on industries scale were growing fast, many innovation behind that been created to get optimized system behavior. Watch this phenomenon, many game developer try get the finest method to achieve the best way on game development. One of the important thing that must to be cared on game development was environment. Many game developer getting trouble to made environment that had many variety but could be developed on short period of time. Solution for this problem is implement Procedural Content Generation method. Maze was one of the option that most easiest way to approach prototyping on game scale, where most of every Component video games could be placed depend on variable that developer design before. Algorithm for PCG environment had much kind, Recursive Backtracking is one of it. This Algorithm been used and much proven for its behavior for getting good result, moreover on Maze context. as its said on previous research, this Algorithm  was the best option to be implemented to create Maze on procuderal way. This research been intend to prove is it Recursive Backtrack could be the best way to implement as method to getting good result moreover for Maze.  


2019 ◽  
Vol 28 (02) ◽  
pp. 1930001 ◽  
Author(s):  
Nicolas A. Barriga

One of the main costs of developing a videogame is content creation. Procedural Content Generation (PCG) can help alleviate that cost by algorithmically generating some of the content a human would normally produce. We first describe and classify the different types of content that can be automatically generated for a videogame. Then, we review the most prominent PCG algorithms, focusing on current research on search-based and machine learning based methods. Finally, we close with our take on the most important open problems and the potential impact solving them will have on the videogame industry.


Author(s):  
Jialin Liu ◽  
Sam Snodgrass ◽  
Ahmed Khalifa ◽  
Sebastian Risi ◽  
Georgios N. Yannakakis ◽  
...  

Author(s):  
Mark Hendrikx ◽  
Sebastiaan Meijer ◽  
Joeri Van Der Velden ◽  
Alexandru Iosup

Author(s):  
Yufeng Qian

Electronic games are becoming an important part of many American children’s life today. Electronic educational gaming, as a new instructional technique and media, holds great potential for the new millennium of learners. To reflect the preferences and meet the needs of this generation of learners, many various online games for educational purposes are made available?the sheer number of existing educational games is overwhelming. The purpose of this chapter is to investigate the current state of educational games on the Internet, targeting K-12 learners in the United States. Major game providers and salient design features are identified, and future directions of game development for educational purposes are discussed.


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