2015
DOI: 10.1007/978-3-319-14803-8_9
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Evolving Cellular Automata for Maze Generation

Abstract: Abstract. This paper introduces a new approach to the procedural generation of maze-like game level layouts by evolving CA. The approach uses a GA to evolve CA rules which, when applied to a maze configuration, produce level layouts with desired maze-like properties. The advantages of this technique is that once a CA rule set has been evolved, it can quickly generate varying instances of maze-like level layouts with similar properties in real time.

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Cited by 12 publications
(6 citation statements)
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“…We used cellular automata to generate maze-like game levels in our main pipeline. Usage of cellular automata on procedural generation of game levels is also one of the popular research areas over the last decade [33], [34], [35]. The main reasons for the usage of cellular automata are their simplicity and reliability [33].…”
Section: Literature Reviewmentioning
confidence: 99%
“…We used cellular automata to generate maze-like game levels in our main pipeline. Usage of cellular automata on procedural generation of game levels is also one of the popular research areas over the last decade [33], [34], [35]. The main reasons for the usage of cellular automata are their simplicity and reliability [33].…”
Section: Literature Reviewmentioning
confidence: 99%
“…This extends even to procedural textures developed originally for computer graphics. Some do not have any basis in physics, such as maze generation using evolving cellular automata [ 135 ]—even though the results share some characteristics with Turing patterns. A round tile pattern can be created by recursively solving the mathematical three circle touching problem and morphological post-processing ( discs , Figure 2 ).…”
Section: Artificial Spm Datamentioning
confidence: 99%
“…Hendrawan [15] used Growing Tree algorithm to develop an Android game based on a maze. Perfect maze generation can also be done using recursive methods such as recursive backtracking [16] and recursive division [17]. Perhaps the closest maze generation method to this study is Prim and Kruskal algorithm.…”
Section: Related Workmentioning
confidence: 99%