Map Generation
As a final project for an "Artificial Intelligence in Video Games" class I worked with a partner on a system for single-pass 2D map generation given a set of constraints. The user could specify one of a number of algorithms for wall and obstacle (tree) placement. Other parameters could also be set, like obstacle density, percentage of map coverage, sets of points that must be reachable by the player and connected to each other, number of paths blocked by obstacles, etc. The goal of the system was to quickly generate a map that is guaranteed to meet the constraints, rather than many traditional systems that continually generate maps until one is valid.
To demonstrate our system we integrated it into a game called "Lord of Caves" (based on "Lord of Towers" in my thesis) and had a group of participants play it and give feedback. More details are included in our paper on the project, included below.
To demonstrate our system we integrated it into a game called "Lord of Caves" (based on "Lord of Towers" in my thesis) and had a group of participants play it and give feedback. More details are included in our paper on the project, included below.