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A Hybrid Approach To Procedural Dungeon Generation, Mathias Paul Babin
A Hybrid Approach To Procedural Dungeon Generation, Mathias Paul Babin
Electronic Thesis and Dissertation Repository
This thesis presents a novel approach to the Procedural Content Generation (PCG) of both maze and dungeon environments. The solution we propose in this thesis borrows techniques from both Procedural Content Generation via Machine Learning as well as Constructive PCG methods. The approach we take involves decomposing the problem of level generation into a series of stages which begins with the production of macro-level functional structures and ends with micro-level aesthetic details; specifically, we train a Deep Convolutional Neural Network to produce high-quality mazes, which in turn, are transformed into the rooms of larger dungeon levels using a constructive algorithm. …