Abstract

Procedural Content Generation (PCG) allows game developers to create worlds in games easier compared with creating them manually. One of many PCG algorithms is Cellular Automata (CA). CA was used in this research together with Poisson Disk Sampling (PDS) to generate two-dimensional dungeons in a roguelike game. PDS was modified to adapt to a grid-based environment to increase computation's efficiency. Each room generated in the game was connected to each other. Together, all the rooms created a dungeon. The connections between the rooms were architected using Depth First Search (DFS) algorithm as commonly used in maze generation. The created dungeons became the world in the game. Players could explore the dungeons to conquer them and collect resources. Then, players could spend the resources to upgrade their character. According to the research evaluation, using only CA was not sufficient to generate dungeons with specific designs. Certain pipelines were demanded to adjust and to control the end results. The algorithm still run adequately fast, which was around 73 milliseconds, despite all the pipeline additions.

Original languageEnglish
Title of host publicationProceedings of 2021 13th International Conference on Information and Communication Technology and System, ICTS 2021
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages29-34
Number of pages6
ISBN (Electronic)9781665440592
DOIs
Publication statusPublished - 2021
Event13th International Conference on Information and Communication Technology and System, ICTS 2021 - Virtual, Online, Indonesia
Duration: 20 Oct 202121 Oct 2021

Publication series

NameProceedings of 2021 13th International Conference on Information and Communication Technology and System, ICTS 2021

Conference

Conference13th International Conference on Information and Communication Technology and System, ICTS 2021
Country/TerritoryIndonesia
CityVirtual, Online
Period20/10/2121/10/21

Keywords

  • Cellular Automata
  • Depth First Search
  • Poisson Disk Sampling
  • Procedural Content Generation

Fingerprint

Dive into the research topics of 'Dungeon's Room Generation Using Cellular Automata and Poisson Disk Sampling in Roguelike Game'. Together they form a unique fingerprint.

Cite this