Cellular automata for real-time generation of infinite cave levels

Lawrence Johnson, Georgios N. Yannakakis, Julian Togelius

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Abstract

    This paper presents a reliable and efficient approach to procedurally generating level maps based on the self-organization capabilities of cellular automata (CA). A simple CA-based algorithm is evaluated on an infinite cave game, generating playable and well-designed tunnel-based maps. The algorithm has very low computational cost, permitting realtime content generation, and the proposed map representation provides sufficient exibility with respect to level design.

    Original languageEnglish (US)
    Title of host publicationWorkshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 5th International Conference on the Foundations of Digital Games
    DOIs
    StatePublished - 2010
    EventWorkshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 2010 Foundations of Digital Games Conference - Monterey, CA, United States
    Duration: Jun 18 2010Jun 18 2010

    Other

    OtherWorkshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 2010 Foundations of Digital Games Conference
    CountryUnited States
    CityMonterey, CA
    Period6/18/106/18/10

    Fingerprint

    Caves
    Cellular automata
    Tunnels
    Costs

    ASJC Scopus subject areas

    • Computer Graphics and Computer-Aided Design
    • Human-Computer Interaction
    • Software

    Cite this

    Johnson, L., Yannakakis, G. N., & Togelius, J. (2010). Cellular automata for real-time generation of infinite cave levels. In Workshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 5th International Conference on the Foundations of Digital Games [10] https://doi.org/10.1145/1814256.1814266

    Cellular automata for real-time generation of infinite cave levels. / Johnson, Lawrence; Yannakakis, Georgios N.; Togelius, Julian.

    Workshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 5th International Conference on the Foundations of Digital Games. 2010. 10.

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Johnson, L, Yannakakis, GN & Togelius, J 2010, Cellular automata for real-time generation of infinite cave levels. in Workshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 5th International Conference on the Foundations of Digital Games., 10, Workshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 2010 Foundations of Digital Games Conference, Monterey, CA, United States, 6/18/10. https://doi.org/10.1145/1814256.1814266
    Johnson L, Yannakakis GN, Togelius J. Cellular automata for real-time generation of infinite cave levels. In Workshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 5th International Conference on the Foundations of Digital Games. 2010. 10 https://doi.org/10.1145/1814256.1814266
    Johnson, Lawrence ; Yannakakis, Georgios N. ; Togelius, Julian. / Cellular automata for real-time generation of infinite cave levels. Workshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 5th International Conference on the Foundations of Digital Games. 2010.
    @inproceedings{c870889213204275a5c5b6aa49c407c7,
    title = "Cellular automata for real-time generation of infinite cave levels",
    abstract = "This paper presents a reliable and efficient approach to procedurally generating level maps based on the self-organization capabilities of cellular automata (CA). A simple CA-based algorithm is evaluated on an infinite cave game, generating playable and well-designed tunnel-based maps. The algorithm has very low computational cost, permitting realtime content generation, and the proposed map representation provides sufficient exibility with respect to level design.",
    author = "Lawrence Johnson and Yannakakis, {Georgios N.} and Julian Togelius",
    year = "2010",
    doi = "10.1145/1814256.1814266",
    language = "English (US)",
    isbn = "9781450300230",
    booktitle = "Workshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 5th International Conference on the Foundations of Digital Games",

    }

    TY - GEN

    T1 - Cellular automata for real-time generation of infinite cave levels

    AU - Johnson, Lawrence

    AU - Yannakakis, Georgios N.

    AU - Togelius, Julian

    PY - 2010

    Y1 - 2010

    N2 - This paper presents a reliable and efficient approach to procedurally generating level maps based on the self-organization capabilities of cellular automata (CA). A simple CA-based algorithm is evaluated on an infinite cave game, generating playable and well-designed tunnel-based maps. The algorithm has very low computational cost, permitting realtime content generation, and the proposed map representation provides sufficient exibility with respect to level design.

    AB - This paper presents a reliable and efficient approach to procedurally generating level maps based on the self-organization capabilities of cellular automata (CA). A simple CA-based algorithm is evaluated on an infinite cave game, generating playable and well-designed tunnel-based maps. The algorithm has very low computational cost, permitting realtime content generation, and the proposed map representation provides sufficient exibility with respect to level design.

    UR - http://www.scopus.com/inward/record.url?scp=77954982652&partnerID=8YFLogxK

    UR - http://www.scopus.com/inward/citedby.url?scp=77954982652&partnerID=8YFLogxK

    U2 - 10.1145/1814256.1814266

    DO - 10.1145/1814256.1814266

    M3 - Conference contribution

    SN - 9781450300230

    BT - Workshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 5th International Conference on the Foundations of Digital Games

    ER -