Procedural Dungeon Generation: A Survey

Detalhes bibliográficos
Autor(a) principal: Viana, Breno M. F.
Data de Publicação: 2021
Outros Autores: dos Santos, Selan R.
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Journal on Interactive Systems
Texto Completo: https://sol.sbc.org.br/journals/index.php/jis/article/view/999
Resumo: 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.
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spelling Procedural Dungeon Generation: A SurveySurveyProcedural Content GenerationDungeonGameProcedural 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.Brazilian Computer Society2021-08-13info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sol.sbc.org.br/journals/index.php/jis/article/view/99910.5753/jis.2021.999Journal of Interactive Systems; v. 12 n. 1 (2021); 83-101Journal on Interactive Systems; Vol. 12 No. 1 (2021); 83-1012763-771910.5753/jis.2021reponame:Journal on Interactive Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://sol.sbc.org.br/journals/index.php/jis/article/view/999/1778Copyright (c) 2021 Breno M. F. Viana, Selan R. dos Santoshttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessViana, Breno M. F.dos Santos, Selan R.2023-10-12T20:48:07Zoai:ojs2.sol.sbc.org.br:article/999Revistahttps://sol.sbc.org.br/journals/index.php/jis/ONGhttps://sol.sbc.org.br/journals/index.php/jis/oaijis@sbc.org.br2763-77192763-7719opendoar:2023-10-12T20:48:07Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)false
dc.title.none.fl_str_mv Procedural Dungeon Generation: A Survey
title Procedural Dungeon Generation: A Survey
spellingShingle Procedural Dungeon Generation: A Survey
Viana, Breno M. F.
Survey
Procedural Content Generation
Dungeon
Game
title_short Procedural Dungeon Generation: A Survey
title_full Procedural Dungeon Generation: A Survey
title_fullStr Procedural Dungeon Generation: A Survey
title_full_unstemmed Procedural Dungeon Generation: A Survey
title_sort Procedural Dungeon Generation: A Survey
author Viana, Breno M. F.
author_facet Viana, Breno M. F.
dos Santos, Selan R.
author_role author
author2 dos Santos, Selan R.
author2_role author
dc.contributor.author.fl_str_mv Viana, Breno M. F.
dos Santos, Selan R.
dc.subject.por.fl_str_mv Survey
Procedural Content Generation
Dungeon
Game
topic Survey
Procedural Content Generation
Dungeon
Game
description 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.
publishDate 2021
dc.date.none.fl_str_mv 2021-08-13
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/999
10.5753/jis.2021.999
url https://sol.sbc.org.br/journals/index.php/jis/article/view/999
identifier_str_mv 10.5753/jis.2021.999
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/999/1778
dc.rights.driver.fl_str_mv Copyright (c) 2021 Breno M. F. Viana, Selan R. dos Santos
http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2021 Breno M. F. Viana, Selan R. dos Santos
http://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Brazilian Computer Society
publisher.none.fl_str_mv Brazilian Computer Society
dc.source.none.fl_str_mv Journal of Interactive Systems; v. 12 n. 1 (2021); 83-101
Journal on Interactive Systems; Vol. 12 No. 1 (2021); 83-101
2763-7719
10.5753/jis.2021
reponame:Journal on Interactive Systems
instname:Sociedade Brasileira de Computação (SBC)
instacron:SBC
instname_str Sociedade Brasileira de Computação (SBC)
instacron_str SBC
institution SBC
reponame_str Journal on Interactive Systems
collection Journal on Interactive Systems
repository.name.fl_str_mv Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)
repository.mail.fl_str_mv jis@sbc.org.br
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