Procedural Content Generation for Room Maze
- DOI
- 10.2991/jimec-18.2018.57How to use a DOI?
- Keywords
- procedural content generation; maze generation; flood-fill algorithm; tree traversal algorithm; DFS; BFS
- Abstract
Procedural content generation (PCG) has recently become one of the most popular topics in computational intelligence and video games’ content research. This paper has proposed an implementation method for procedural content generation of room maze. Firstly, using flood-fill algorithm to make the random rooms’ center, inner floors and boundary. Then tree traversal algorithms which are Depth First Search (DFS) and Breadth First Search (BFS), used to build the relation table of rooms and get the door position between different rooms. Finally, this paper has illustrated the different characteristics of DFS and BFS with different relation information during generating the room maze. This method of procedural content generation can be used to make auto dungeon map for video games or provide plenty of connected graphs for the AI learning research.
- Copyright
- © 2019, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Hongqiao Zhang AU - Xiaohua Zeng AU - Lingfei Duan PY - 2018/12 DA - 2018/12 TI - Procedural Content Generation for Room Maze BT - Proceedings of the 2018 3rd Joint International Information Technology,Mechanical and Electronic Engineering Conference (JIMEC 2018) PB - Atlantis Press SP - 265 EP - 269 SN - 2589-4943 UR - https://doi.org/10.2991/jimec-18.2018.57 DO - 10.2991/jimec-18.2018.57 ID - Zhang2018/12 ER -