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Full-Text Articles in Other Computer Sciences
Procedural Level Generation For A Top-Down Roguelike Game, Kieran Ahn, Tyler Edmiston
Procedural Level Generation For A Top-Down Roguelike Game, Kieran Ahn, Tyler Edmiston
Honors Thesis
In this file, I present a sequence of algorithms that handle procedural level generation for the game Fragment, a game designed for CMSI 4071 and CMSI 4071 in collaboration with students from the LMU Animation department. I use algorithms inspired by graph theory and implementing best practices to the best of my ability. The full level generation sequence is comprised of four algorithms: the terrain generation, boss room placement, player spawn point selection, and enemy population. The terrain generation algorithm takes advantage of tree traversal methods to create a connected graph of walkable tiles. The boss room placement algorithm randomly …
Dragon Age: Origins - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp
Dragon Age: Origins - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp
Moving AI Lab: 2D Maps and Benchmark Problems
Maps extracted from Dragon Age: Origins with help and explicit permission from BioWare Corp. for use and distribution as benchmark problems.
Contains 156 maps and benchmark problem sets.
Room Maps & Benchmark Problems, Nathan R. Sturtevant
Room Maps & Benchmark Problems, Nathan R. Sturtevant
Moving AI Lab: 2D Maps and Benchmark Problems
Contains 40 maps of size 512x512 and problem sets. Maps are divided into rooms of size 8x8, 16x16, 32x32, and 64x64. There are 10 maps and problem sets for each room size. Maps with differing room sizes are not scaled: thickness of walls and passages differs.
Maze Maps & Benchmark Problems, Nathan R. Sturtevant
Maze Maps & Benchmark Problems, Nathan R. Sturtevant
Moving AI Lab: 2D Maps and Benchmark Problems
Contains 60 maps of size 512x512 and benchmark problem sets. These maps are algorithm-generated mazes with corridor widths of 1, 2, 4, 8, 16, or 32. There are 10 maps and problem sets for each corridor size.
Random Obstacle Maps & Benchmark Problems, Nathan R. Sturtevant
Random Obstacle Maps & Benchmark Problems, Nathan R. Sturtevant
Moving AI Lab: 2D Maps and Benchmark Problems
Contains 70 maps of size 512x512 and benchmark problem sets. These maps are algorithm-generated by blocking grid cells. Maps contain 10%, 15%, 20%, 25%, 30%, 35%, or 40% blocked cells. There are 10 maps and problem sets for each percentage.
Warcraft Iii - Maps & Benchmark Problems, Nathan R. Sturtevant, Blizzard Corp.
Warcraft Iii - Maps & Benchmark Problems, Nathan R. Sturtevant, Blizzard Corp.
Moving AI Lab: 2D Maps and Benchmark Problems
Maps extracted from Warcraft III from Blizzard Corp. for use and distribution as benchmark problems.
Contains 36 maps and benchmark problem sets, scaled to 512x512 and converted to a simple grid-based format.
Baldur's Gate Ii - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp
Baldur's Gate Ii - Maps & Benchmark Problems, Nathan R. Sturtevant, Bioware Corp
Moving AI Lab: 2D Maps and Benchmark Problems
Maps extracted by Yngvi Björnsson from Baldur's Gate II with explicit permission from BioWare Corp. for use and distribution as benchmark problems.
Contains 75 maps and benchmark problem sets scaled to 512 x 512 and 120 original scale maps.
Starcraft - Maps & Benchmark Problems, Nathan R. Sturtevant, Blizzard Corp.
Starcraft - Maps & Benchmark Problems, Nathan R. Sturtevant, Blizzard Corp.
Moving AI Lab: 2D Maps and Benchmark Problems
Maps extracted from Starcraft from Blizzard Corp. for use and distribution as benchmark problems.
Contains 75 maps and benchmark problem sets, converted to standard format by Dave Churchill and post-processed to remove all but the largest connected component.