Shortest Walk in a Dungeon Graph

With games like No Man’s Sky and Diablo IV, procedural generation of content in games is ever-increasing. Heuristics are needed to assess the goodness of generated content. Using Nintendo’s The Legend of Zelda as inspiration, we formalize the idea of a dungeon graph: a graph consisting of ‘locked’ e...

Full description

Saved in:
Bibliographic Details
Main Authors: Christopher Durham, Chris Alvin
Format: Article
Language:English
Published: LibraryPress@UF 2024-05-01
Series:Proceedings of the International Florida Artificial Intelligence Research Society Conference
Subjects:
Online Access:https://journals.flvc.org/FLAIRS/article/view/135299
Tags: Add Tag
No Tags, Be the first to tag this record!