# Two-step Constructive Approaches for Dungeon Generation

**Authors:** Michael Cerny Green, Ahmed Khalifa, Athoug Alsoughayer, Divyesh, Surana, Antonios Liapis, Julian Togelius

arXiv: 1906.04660 · 2019-06-12

## TL;DR

This paper introduces a two-step procedural method for generating diverse dungeon levels in a rogue-like game, combining layout creation and furnishing to enhance variety and complexity.

## Contribution

It proposes a novel two-step generative framework with multiple layout creators and furnishers, enabling flexible and diverse dungeon generation for games.

## Key findings

- Generated levels show high diversity and expressivity.
- Levels perform well in simulations with procedural agents.
- The approach allows customizable dungeon design.

## Abstract

This paper presents a two-step generative approach for creating dungeons in the rogue-like puzzle game MiniDungeons 2. Generation is split into two steps, initially producing the architectural layout of the level as its walls and floor tiles, and then furnishing it with game objects representing the player's start and goal position, challenges and rewards. Three layout creators and three furnishers are introduced in this paper, which can be combined in different ways in the two-step generative process for producing diverse dungeons levels. Layout creators generate the floors and walls of a level, while furnishers populate it with monsters, traps, and treasures. We test the generated levels on several expressivity measures, and in simulations with procedural persona agents.

## Full text

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## Figures

28 figures with captions in the complete paper: https://tomesphere.com/paper/1906.04660/full.md

## References

15 references — full list in the complete paper: https://tomesphere.com/paper/1906.04660/full.md

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Source: https://tomesphere.com/paper/1906.04660