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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorKreveld, M.J. van
dc.contributor.authorVeldhuis, T.
dc.date.accessioned2018-12-20T18:00:35Z
dc.date.available2018-12-20T18:00:35Z
dc.date.issued2018
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/31541
dc.description.abstractProcedural 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.sponsorshipUtrecht University
dc.format.extent1745942
dc.format.extent397497
dc.format.mimetypeapplication/pdf
dc.format.mimetypeapplication/pdf
dc.language.isoen_US
dc.titleGraph-defined Dungeons: Exploring Constraint Solving for the Generation of Action-Adventure Levels
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsprocedural generation; pcg; level generation; constraint solving; AC3;
dc.subject.courseuuGame and Media Technology


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