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Title: Cellular automata for real-time generation of infinite cave levels
Authors: Johnson, Lawrence
Yannakakis, Georgios N.
Togelius, Julian
Keywords: Real-time programming
Video games
Level design (Computer science)
Issue Date: 2010
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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