Procedural content generation (PCG) has recently become one of the most popular topics in computational intelligence and video games' content research. This paper has proposed an implementation method for procedural content generation of room maze. Firstly, using flood-fill algorithm to make the random rooms' center, inner floors and boundary. Then tree traversal algorithms which are Depth First Search (DFS) and Breadth First Search (BFS), used to build the relation table of rooms and get the door position between different rooms. Finally, this paper has illustrated the different characteristics of DFS and BFS with different relation information during generating the room maze. This method of procedural content generation can be used to make auto dungeon map for video games or provide plenty of connected graphs for the AI learning research.
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