ABSTRACT
The construction of dungeons in typical action-adventure computer games entails composing a complex arrangement of structural and temporal dependencies. It is not simple to generate dungeons with correct lock-and-key structures. In this paper we sketch a controllable approach to building graph-based models of acyclic dungeon levels via declarative constraint solving, that is capable of satisfying a range of hard gameplay and design constraints. We use a quantitative expressive range analysis to characterise the initial output of the system, present an example of the degree to which the output may be altered, and show a comparison with an alternate approach.
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Index Terms
- Graph-based generation of action-adventure dungeon levels using answer set programming
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