Proceedings of Summer Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-4801
2024 Summer Conference
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Procedural Dungeon Generation By Map-Elites
*Shengjie ZHANG*Masaki Abe*Taichi WATANABE
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CONFERENCE PROCEEDINGS OPEN ACCESS

Pages 14-18

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Abstract
Procedural content generation is used in various places in game development, and helps to reduce the labor required in the development process. Evolutionary algorithms are being promoted as a method for automatically generating diverse dungeons. However, there is a problem that the amount of calculation required to generate enemies in the dungeon is large, and it is difficult to converge to an optimal solution. In this study, we proposed a method for automatically generating dungeons using the evolutionary algorithm and Map-Elites according to new room types and enemy distribution information specified by user input.
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© 2024 Digital Research Association JAPAN
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