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Two-step Constructive Approaches for Dungeon Generation

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 Added by Michael Green
 Publication date 2019
and research's language is English




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This paper presents a two-step generative approach for creating dungeons in the rogue-like puzzle game MiniDungeons 2. Generation is split into two steps, initially producing the architectural layout of the level as its walls and floor tiles, and then furnishing it with game objects representing the players start and goal position, challenges and rewards. Three layout creators and three furnishers are introduced in this paper, which can be combined in different ways in the two-step generative process for producing diverse dungeons levels. Layout creators generate the floors and walls of a level, while furnishers populate it with monsters, traps, and treasures. We test the generated levels on several expressivity measures, and in simulations with procedural persona agents.



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Search-based procedural content generation uses stochastic global optimization algorithms to search for game content. However, standard tree search algorithms can be competitive with evolution on some optimization problems. We investigate the applicability of several tree search methods to level generation and compare them systematically with several optimization algorithms, including evolutionary algorithms. We compare them on three different game level generation problems: Binary, Zelda, and Sokoban. We introduce two new representations that can help tree search algorithms deal with the large branching factor of the generation problem. We find that in general, optimization algorithms clearly outperform tree search algorithms, but given the right problem representation certain tree search algorithms perform similarly to optimization algorithms, and in one particular problem, we see surprisingly strong results from MCTS.
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81 - David Herrera 2020
Lins theorem states that for all $epsilon > 0$, there is a $delta > 0$ such that for all $n geq 1$ if self-adjoint contractions $A,B in M_n(mathbb{C})$ satisfy $|[A,B]|leq delta$ then there are self-adjoint contractions $A,B in M_n(mathbb{C})$ with $[A,B]=0$ and $|A-A|,|B-B|<epsilon$. We present full details of the approach in arXiv:0808.2474, which seemingly is the closest result to a general constructive proof of Lins theorem. Constructive results for some special cases are presented along with applications to the problem of almost commuting matrices where $B$ is assumed to be normal and also to macroscopic observables.
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This paper presents a procedural generation method that creates visually attractive levels for the Angry Birds game. Besides being an immensely popular mobile game, Angry Birds has recently become a test bed for various artificial intelligence technologies. We propose a new approach for procedurally generating Angry Birds levels using Chinese style and Japanese style building structures. A conducted experiment confirms the effectiveness of our approach with statistical significance.

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