Abstract
Methods of algorithmic data generation, also known as Procedural Content Generation (PCG), consist of a striking vision within the gaming development industry. It is a way of creating enormously unique and diverse content, something that exponentially increases the game replayability. Although PCG in video games has a long history, there are also plenty of methods that have already been applied to levels, maps, models and textures among others. There is a variety of methods that have been used in video games, each with its own advantages and disadvantages. In the current study, an algorithm which generates 2D maps filled with rooms and some decorating items is presented. Map generation in commercial games heavily relies on constructive algorithms which do not evaluate and regenerate the output if something goes wrong. They do not demand heavy processing power and they can be used in real time situations, such as generating big worlds with fauna and flora. However, the playability of the generated map is examined by an agent which is usually created to access every corridor, room, and the start to finish pathway.
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Lazaridis, L., Kollias, KF., Maraslidis, G., Michailidis, H., Papatsimouli, M., Fragulis, G.F. (2022). Auto Generating Maps in a 2D Environment. In: Fang, X. (eds) HCI in Games. HCII 2022. Lecture Notes in Computer Science, vol 13334. Springer, Cham. https://doi.org/10.1007/978-3-031-05637-6_3
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