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.