TY - GEN
T1 - Dungeon's Room Generation Using Cellular Automata and Poisson Disk Sampling in Roguelike Game
AU - Yahya, Nur Muhammad Husnul Habib
AU - Fabroyir, Hadziq
AU - Herumurti, Darlis
AU - Kuswardayan, Imam
AU - Arifiani, Siska
N1 - Publisher Copyright:
© 2021 IEEE.
PY - 2021
Y1 - 2021
N2 - 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.
AB - 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.
KW - Cellular Automata
KW - Depth First Search
KW - Poisson Disk Sampling
KW - Procedural Content Generation
UR - https://www.scopus.com/pages/publications/85123310081
U2 - 10.1109/ICTS52701.2021.9608037
DO - 10.1109/ICTS52701.2021.9608037
M3 - Conference contribution
AN - SCOPUS:85123310081
T3 - Proceedings of 2021 13th International Conference on Information and Communication Technology and System, ICTS 2021
SP - 29
EP - 34
BT - Proceedings of 2021 13th International Conference on Information and Communication Technology and System, ICTS 2021
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 13th International Conference on Information and Communication Technology and System, ICTS 2021
Y2 - 20 October 2021 through 21 October 2021
ER -