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Procedural Game Map Generation using Multi-leveled Cellular Automata by Machine learning

Published: 22 December 2021 Publication History

Abstract

The concept of Procedural Content Generation (PCG) has been intensively applied in the game industry for its capability of producing infinite game maps without any human effort. Innumerable games, such as Minecraft, Terraria, and No Man's Sky, successfully employed this technique to create unpredictable yet playful gaming experiences. While randomness is essential to adding engaging elements to a game, complete randomness may hurt the outcome of map generations by making a chaotic scene. To address this issue, this paper introduces an effective way of "tweaking" the randomness to generate flexible, endless, natural-looking game maps by machine learning.

References

[1]
Izgi, E. (2018) Framework for Roguelike Video Games Development.
[2]
Gellel, A., Sweetser, P. (2020) A Hybrid Approach to Procedural Generation of Roguelike Video Game Levels.
[3]
Gardner, M. (1970) The fantastic combinations of John Conway's new solitaire game "life". Scientific American, 233: 120--123.
[4]
Cook, M. (2013) Generate random cave levels using cellular automata. https://gamedevelopment.tutsplus.com/tutorials/generate-random-cave-levels-using-cellular-automata--gamedev-9664.
[5]
Brummelen, J. V., Chen, B. (n.d.) Procedural generation: creating 3D worlds with deep learning. http://www.mit.edu/~jessicav/6.S198/Blog_Post/ProceduralGen-eration.html.
[6]
Hello Game. (2016) No Man's Sky. https://www.nomanssky.com

Cited By

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  • (2024)Hierarchically Composing Level Generators for the Creation of Complex StructuresIEEE Transactions on Games10.1109/TG.2023.329761916:2(459-469)Online publication date: Jun-2024
  • (2024)Rules for Expectation: Learning to Generate Rules via Social Environment ModelingIEEE Transactions on Circuits and Systems for Video Technology10.1109/TCSVT.2023.333452634:8(6874-6887)Online publication date: Aug-2024

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  1. Procedural Game Map Generation using Multi-leveled Cellular Automata by Machine learning

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    ISAIMS '21: Proceedings of the 2nd International Symposium on Artificial Intelligence for Medicine Sciences
    October 2021
    593 pages
    ISBN:9781450395588
    DOI:10.1145/3500931
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 22 December 2021

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    Author Tags

    1. Cave Generation Algorithm
    2. Cellular Automata
    3. Procedural Content Generation
    4. Roguelike Game
    5. medical deep learning

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    ISAIMS 2021

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    Overall Acceptance Rate 53 of 112 submissions, 47%

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    Cited By

    View all
    • (2024)Hierarchically Composing Level Generators for the Creation of Complex StructuresIEEE Transactions on Games10.1109/TG.2023.329761916:2(459-469)Online publication date: Jun-2024
    • (2024)Rules for Expectation: Learning to Generate Rules via Social Environment ModelingIEEE Transactions on Circuits and Systems for Video Technology10.1109/TCSVT.2023.333452634:8(6874-6887)Online publication date: Aug-2024

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