dc.rights.license | CC-BY-NC-ND | |
dc.contributor.advisor | Kreveld, M.J. van | |
dc.contributor.author | Veldhuis, T. | |
dc.date.accessioned | 2018-12-20T18:00:35Z | |
dc.date.available | 2018-12-20T18:00:35Z | |
dc.date.issued | 2018 | |
dc.identifier.uri | https://studenttheses.uu.nl/handle/20.500.12932/31541 | |
dc.description.abstract | Procedural generation is an interesting field to assist the creative process.
Recently, constraint solving methods have been getting more focus. An advantage
is that they allow for a declarative specification of content. These
methods typically restrict themselves to a grid structure. We explore if constraint
solving can be applied to dungeon generation and if we can abandon
the grid-based nature of these methods. We created a system where designers
can define a graph that governs the topology of a dungeon, we then
use constraint solving to find pieces that fit this layout. This is done with
backtracking and a modified version of Mackworth’s AC3 algorithm. | |
dc.description.sponsorship | Utrecht University | |
dc.format.extent | 1745942 | |
dc.format.extent | 397497 | |
dc.format.mimetype | application/pdf | |
dc.format.mimetype | application/pdf | |
dc.language.iso | en_US | |
dc.title | Graph-defined Dungeons: Exploring
Constraint Solving for the Generation of
Action-Adventure Levels | |
dc.type.content | Master Thesis | |
dc.rights.accessrights | Open Access | |
dc.subject.keywords | procedural generation; pcg; level generation; constraint solving; AC3; | |
dc.subject.courseuu | Game and Media Technology | |