Procedural Content Generation of Levels with Increased Connectedness using Complex String Generators
Michael Dube, Daniel Ashlock · 2021 IEEE Symposium Series on Computational Intelligence (SSCI) · 2021
This study refines and extends an earlier effort that demonstrated the utility of the do-whats-possible representation for laying out large numbers of rooms with connected adjacency for a level map. In this study, we continue development of the technique as well as adding doors to establish the connectedness of the rooms on a level, yielding a graph of the rooms and the connections between said rooms. Using complex string generators and an evolutionary algorithm, the diameter of three starting level maps is decreased to the best possible diameter using the least amount of doors. This produces maps which have a variety of features useful to developers and enjoyed by the players.