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...
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| Main Authors: | , |
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| Format: | Article |
| Language: | English |
| Published: |
LibraryPress@UF
2024-05-01
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| Series: | Proceedings of the International Florida Artificial Intelligence Research Society Conference |
| Subjects: | |
| Online Access: | https://journals.flvc.org/FLAIRS/article/view/135299 |
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