Design and Evaluation of a Procedurally Generated Dungeon Game

Game development involves creating various content, from artistic tasks to technical activities. Procedural Content Generation (PCG) and metaheuristics like Genetic Algorithm (GA) and Particle Swarm Optimization (PSO) automate and optimize this process. This paper presents Dungeoncide, a game using GA and PSO for procedural content generation. Dungeoncide features a medieval knight battling monsters in procedural generated dungeons. The primary contributions include the development process and player feedback on the generated content’s quality and feasibility. Experiments showed that while generated levels were well-received, they were less challenging and immersive than manual ones. Future work will refine the algorithms to improve balance, aesthetics, and engagement.

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Publication Details

Published
2024-09-30
DOI
https://doi.org/10.5753/sbgames.2024.241270
Citations
1
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
0.35
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article

Design and Evaluation of a Procedurally Generated Dungeon Game

Alinne C. Corrêa Souza, Rafael Gomes Mantovani, Lincoln M. Costa, Alex So et al.
1 citations
Artificial Intelligence in Games
0.35
article

Design and Evaluation of a Procedurally Generated Dungeon Game

Alinne C. Corrêa Souza, Rafael Gomes Mantovani, Lincoln M. Costa, Alex So, Francisco Carlos M. Souza
article en
1 citations

Abstract

Game development involves creating various content, from artistic tasks to technical activities. Procedural Content Generation (PCG) and metaheuristics like Genetic Algorithm (GA) and Particle Swarm Optimization (PSO) automate and optimize this process. This paper presents Dungeoncide, a game using GA and PSO for procedural content generation. Dungeoncide features a medieval knight battling monsters in procedural generated dungeons. The primary contributions include the development process and player feedback on the generated content’s quality and feasibility. Experiments showed that while generated levels were well-received, they were less challenging and immersive than manual ones. Future work will refine the algorithms to improve balance, aesthetics, and engagement.

Universidade Federal do Rio de Janeiro (BR), Universidade Tecnológica Federal do Paraná (BR)
Openalex Percentile: Top 30%
Artificial Intelligence in Games
0.35
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