Abstract
The construction of dungeons in typical action-adventure computer games entails composing a complex arrangement of structural and temporal dependencies. It is not simple to generate dungeons with correct lock-and-key structures. In this paper we sketch a controllable approach to building graph-based models of acyclic dungeon levels via declarative constraint solving, that is capable of satisfying a range of hard gameplay and design constraints. We use a quantitative expressive range analysis to characterise the initial output of the system, present an example of the degree to which the output may be altered, and show a comparison with an alternate approach.
Original language | English |
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Title of host publication | Proceedings of the 13th International Conference on the Foundations of Digital Games |
Editors | Sebastian Deterding, Mitu Khandaker, Sebastian Risi, Jose Font, Steve Dahlskog, Christoph Salge, Carl Magnus Olsson |
Publisher | Association for Computing Machinery |
Pages | 52:1-52:10 |
Number of pages | 10 |
ISBN (Electronic) | 978-1-4503-6571-0 |
DOIs | |
Publication status | Published - 7 Aug 2018 |
Event | Foundations of Digital Games 2018 - Malmö, Malmö, Sweden Duration: 7 Aug 2018 → 10 Aug 2018 http://fdg2018.org/ |
Publication series
Name | Proceedings of the International Conference on the Foundations of Digital Games |
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Publisher | ACM |
Conference
Conference | Foundations of Digital Games 2018 |
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Abbreviated title | FDG |
Country/Territory | Sweden |
City | Malmö |
Period | 7/08/18 → 10/08/18 |
Internet address |
Keywords
- Answer set programming
- Expressive range
- Generative methods
- Procedural content generation
ASJC Scopus subject areas
- Human-Computer Interaction
- Computer Networks and Communications
- Computer Vision and Pattern Recognition
- Software