Advertisement

Procedural Generation of Multilevel Dungeons for Application in Computer Games using Schematic Maps and L-system

  • Izabella Antoniuk
  • Przemysław Rokita
Chapter
Part of the Studies in Big Data book series (SBD, volume 40)

Abstract

This paper presents a method for procedural generation of multilevel dungeons, by processing set of schematic input maps and using L-system for shape generation. Existing solutions usually focus on generation of 2D systems or only consider creation of cave-like structures. If any 3D underground systems are considered, they tend to require large amount of computation, usually not allowing user any considerable level of control over generation process. Because of that, most of existing solutions are not suitable for applications such as computer games. We propose our solution to that problem, allowing generation of multilevel dungeon systems, with complex layouts, based on simplified maps. User can define all key properties of generated dungeon, including its layout, while results are represented as easily editable 3D meshes. Final objects generated by our algorithm can be used in computer games or similar applications.

Keywords

Computer games L-systems Procedural content generation Procedural dungeon generation 

References

  1. 1.
    Antoniuk, I., Rokita, P.: Generation of complex underground systems for application in computer games with schematic maps and l-systems, In: International Conference on Computer Vision and Graphics, pp. 3–16, Springer, Berlin (2016)CrossRefGoogle Scholar
  2. 2.
    Antoniuk, I., Rokita, P.: Procedural generation of adjustable terrain for application in computer games using 2d maps, In: Pattern Recognition and Machine Intelligence, pp. 75–84. Springer, Berlin (2015)Google Scholar
  3. 3.
    Ashlock, D., Lee, C., McGuinness, C.: Search-based procedural generation of maze-like levels. IEEE Trans. Comput. Intell. AI Games 3(3), 260–273 (2011)CrossRefGoogle Scholar
  4. 4.
    Blender application home page: https://www.blender.org/(accesed14.01.2016)
  5. 5.
    Boggus, M., Crawfis, R.: Explicit generation of 3D models of solution caves for virtual environments. CGVR, 85–90 (2009)Google Scholar
  6. 6.
    Boggus, M., Crawfis, R.: Procedural creation of 3d solution cave models, In: Proceedings of IASTED, pp. 180–186 (2009)Google Scholar
  7. 7.
    Cui, J., Chow, Y.W., Zhang, M.: Procedural generation of 3D cave models with stalactites and stalagmites (2011)Google Scholar
  8. 8.
    Ebert, D.S.: Texturing & Modeling: A Procedural Approach. Morgan Kaufmann (2003)Google Scholar
  9. 9.
    Galin, E., Peytavie, A., Marchal, N., Gurin, E.: Procedural generation of roads. Computer Graphics Forum, vol. 29, 2nd edn, pp. 429–438. Blackwell Publishing Ltd., New Jersey (2010)Google Scholar
  10. 10.
    Hendrikx, M., Meijer, S., Van Der Velden, J., Iosup, A.: Procedural content generation for games: A survey. ACM TOMM 9(1), 1 (2013)CrossRefGoogle Scholar
  11. 11.
    Johnson, L., Yannakakis, G.N., Togelius, J.: Cellular automata for real-time generation of infinite cave levels, In: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, p. 10. ACM (2010)Google Scholar
  12. 12.
    Mark, B., Berechet, T., Mahlmann, T., Togelius, T.: Procedural generation of 3d caves for games on the GPU, In: Foundations of Digital Games (2015)Google Scholar
  13. 13.
    Matthews, E., Malloy, B.: Procedural generation of story-driven maps, In: CGAMES, pp. 107–112. IEEE (2011)Google Scholar
  14. 14.
    Merrell, P., Manocha, D.: Model synthesis: a general procedural modeling algorithm. IEEE Trans. Vis. Comput. Gr. 17(6), 715–728 (2011)CrossRefGoogle Scholar
  15. 15.
    Pena, J.M., Viedma, J., Muelas, S., LaTorre, A., Pena, L.: emphDesigner-driven 3D buildings generated using Variable Neighborhood Search, In: 2014 IEEE Conference on Computational Intelligence and Games, pp. 1-8. IEEE (2004)Google Scholar
  16. 16.
    Prusinkiewicz, P., Lindenmayer, A.: The Algorithmic Beauty of Plants. Springer (2012)Google Scholar
  17. 17.
    Santamaria-Ibirika, A., Cantero, X., Huerta, S., Santos, I., Bringas, P.G.: Procedural playable cave systems based on voronoi diagram and delaunay triangulation, In: International Conference on Cyberworlds, pp. 15–22, IEEE (2014)Google Scholar
  18. 18.
    Shaker, N., Togelius, J., Nelson, M.: Procedural Content Generation in Games (2014)Google Scholar
  19. 19.
    N. Shaker, A. Liapis, J. Togelius, R. Lopes, R. Bidara, Constructive generation methods for dungeons and levels(DRAFT) Procedural Content Generation in Games, 31-55, 2015CrossRefGoogle Scholar
  20. 20.
    Smelik, R., Galka, K., de Kraker, K.J., Kuijper, F., Bidarra, R.: Semantic constraints for procedural generation of virtual worlds, In: Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, p. 9. ACM (2011)Google Scholar
  21. 21.
    Smelik, R.M., Tutenel, T., de Kraker, K.J., Bidarra, R.: A proposal for a procedural terrain modelling framework, EGVE, pp. 39–42 (2008)Google Scholar
  22. 22.
    Smelik, R.M., Tutenel, T., de Kraker, K.J., Bidarra, R.: Declarative terrain modeling for military training games. Int. J. Comput. Games Technol. (2010)Google Scholar
  23. 23.
    Smelik, R.M., Tutenel, T., Bidarra, R., Benes, B.: A survey on procedural modelling for virtual worlds. Comput. Gr. Forum 33(6), 31–50 (2014)CrossRefGoogle Scholar
  24. 24.
    Tutenel, T., Bidarra, R., Smelik, R.M., De Kraker, K.J.: Rule-based layout solving and its application to procedural interior generation, In: CASA Workshop on 3D Advanced Media In Gaming And Simulation (2009)Google Scholar
  25. 25.
    Valtchanov, V., Brown, J.A.: Evolving dungeon crawler levels with relative placement, In: Proceedings of the 5th International C* Conference on Computer Science and Software Engineering, pp. 27-35. ACM (2012)Google Scholar
  26. 26.
    van der Linden, R., Lopes, R., Bidarra, R.: Procedural generation of dungeons. IEEE Trans. Comput. Intell. AI Games 6(1), 78–89 (2014)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing AG, part of Springer Nature 2019

Authors and Affiliations

  1. 1.Institute of Computer ScienceWarsaw University of TechnologyWarsawPoland

Personalised recommendations