Proceedings of the 12th International Conference on the Foundations of Digital Games 2017
DOI: 10.1145/3102071.3110572
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Towards pattern-based mixed-initiative dungeon generation

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Cited by 33 publications
(42 citation statements)
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“…EDD uses a single-objective fitness function with a FI2Pop genetic algorithm where fitness is a weighted sum divided equally between (1) the inventorial aspect of the rooms, which relates to the placement of enemies and treasures in relation to doors and target ratios, and (2) the spatial distribution of the design patterns, which relates to the distribution between corridors and rooms, and the meso-patterns that those encompass. An in-depth explanation of EDD's fitness function can be found in [21], [22].…”
Section: Interactive Constrained Map-elitesmentioning
confidence: 99%
“…EDD uses a single-objective fitness function with a FI2Pop genetic algorithm where fitness is a weighted sum divided equally between (1) the inventorial aspect of the rooms, which relates to the placement of enemies and treasures in relation to doors and target ratios, and (2) the spatial distribution of the design patterns, which relates to the distribution between corridors and rooms, and the meso-patterns that those encompass. An in-depth explanation of EDD's fitness function can be found in [21], [22].…”
Section: Interactive Constrained Map-elitesmentioning
confidence: 99%
“…Both options fluently alternate during the creation process by means of a workflow of mutual inspiration, through which all manual editions performed by the user are fed into the underlying continuous Evolutionary Algorithm, accommodating them into the procedural suggestions. A detailed description of EDD and its features can be found in [2,3,4,5].…”
Section: The Evolutionary Dungeon Designermentioning
confidence: 99%
“…Subsequent user studies [3,5] carried out with game designers on EDD raised the following areas of improvement: (1) the designers struggled with EDDs capability of understanding the designers intentions and preserving custom designs;…”
Section: The Evolutionary Dungeon Designermentioning
confidence: 99%
“…It also applies heuristics based on game design patterns to assist users in the creation of dungeon maps for adventure games. The tool follows an interaction design approach with every new verision based on previous users' feedback [40], [41]. All of theses examples show that it is possible to use recommender system techniques to assist human tasks.…”
Section: G Suggestion Engines For Design Assistancementioning
confidence: 99%