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Search-Based Procedural Generation of Maze-Like Levels. Daniel Ashlock and Colin Lee and Cameron McGuinness
 

Summary: Search-Based Procedural Generation of Maze-Like Levels.
Daniel Ashlock and Colin Lee and Cameron McGuinness
Abstract--A correctly designed dynamic programming algo-
rithm can be used as a fitness function to permit the evolution
of maze-like levels for use in games. This study compares
multiple representations for evolvable mazes including direct,
as well as positive and negative indirect representations. The
first direct representation simply specifies, with a binary gene,
which squares of a grid are obstructed. The second paints the
maze grid and passage is allowed only between colours that are
the same or adjacent in a rainbow. The positive and negative
representations are developmental and evolve directions for
adding barriers or digging "tunnels". These representations are
tested with a design space of fitness functions that automatically
generate levels with controllable properties. Fitness function
design is the most difficult part of automatic level generation
and this study gives a simple framework for designing fitness
functions that permits substantial control over the character of
the mazes that evolve. This technique relies on using checkpoints
within the maze to characterize the connectivity and path

  

Source: Ashlock, Dan - Department of Mathematics and Statistics, University of Guelph

 

Collections: Mathematics