Multi-segment evolution of dungeon game levels
Antonios Liapis · Proceedings of the Genetic and Evolutionary Computation Conference · 2017
This paper presents a generative technique for game levels, focusing on expansive dungeon levels. The proposed two-step evolutionary process creates a high-level overview of the map, which is then used to specify constraints and objectives on multiple constrained optimization algorithms which generate the high-resolution segments of the map. Results show how different types of segments are possible, and how the different connectivity constraints and objectives affect the performance of the algorithm. The modular approach, which allows for a high-level specification of the level first and the subsequent compartmentalized generation of the final map's components, is both scalable and more computationally efficient than a direct encoding, while it allows for more control and user intervention on either level of detail.