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|Title:||Cellular automata for real-time generation of infinite cave levels|
Yannakakis, Georgios N.
Level design (Computer science)
|Publisher:||Foundations of Digital Games|
|Citation:||Johnson L., Yannakakis, G. N., & Togelius, J. (2010). Cellular automata for real-time generation of infinite cave levels. The International Conference on the Foundations of Digital Games, Monterey.|
|Abstract:||This paper presents a reliable and efficient approach to procedurally generating level maps based on the self-organization capabilities of cellular automata (CA). A simple CA-based algorithm is evaluated on an infinite cave game, generating playable and well-designed tunnel-based maps. The algorithm has very low computational cost, permitting realtime content generation, and the proposed map representation provides sufficient flexibility with respect to level design.|
|Appears in Collections:||Scholarly Works - InsDG|
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