Abstract
This paper introduces a new approach to the procedural generation of maze-like game level layouts by evolving CA. The approach uses a GA to evolve CA rules which, when applied to a maze configuration, produce level layouts with desired maze-like properties. The advantages of this technique is that once a CA rule set has been evolved, it can quickly generate varying instances of maze-like level layouts with similar properties in real time.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsPreview
Unable to display preview. Download preview PDF.
References
Toy, M., Wichmann, G.: Rogue. In: Cross-platform (ed.) Epyx (1997)
Team, N.D.: NetHack. In: Cross-platform (ed.) NetHack Dev Team (1987)
Koeneke, R.T., Moria, J.: In: Cross-platform (ed.). Abandonware (1994)
North, B.: Diablo. In: Cross-platform (ed.). Blizzard Entertainment (1996)
Ashlock, D., Lee, C., McGuinness, C.: Search-Based Procedural Generation of Maze-Like Levels. IEEE Transactions on Computational Intelligence and AI in Games 3, 260–273 (2011)
Johnson, L., Yannakakis, G.N., Togelius, J.: Cellular automata for real-time generation of infinite cave levels. In: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, pp. 1–4. ACM, Monterey (2010)
Ashlock, D.: Cellular Automata Flavours, personal communication. (2013)
Joris, D.: Adventures in level design: generating missions and spaces for action adventure games. In: Proceedings of the 2010 Workshop on Procedural Content Generation in Games. ACM, Monterey (2010)
van der Linden, R.L., Bidarra, R.: Designing procedurally generated levels. In: Proc. 2nd Workshop Artif. Intell. Game Design Process, pp. 41–47 (2013)
Hartsook, K., Zook, A., Das, S., Riedl, M.O.: Toward supporting stories with procedurally generated game worlds. In: 2011 IEEE Conference on Computational Intelligence and Games, CIG (2011)
Wolfram, S.: Statistical mechanics of cellular automata. Reviews of Modern Physics 601-644 (1983)
Mitchell, M., Crutchfield, J.P., Das, R.: Evolving cellular automata with genetic algorithms: A review of recent work. In: Proceedings of the First International Conference on Evolutionary Computation and Its Applications (EvCA 1996) (1996)
http://weblog.jamisbuck.org/2011/1/17/maze-generation-aldous-broder-algorithm
Russ, J.C.: The Image Processing Handbook, pp. 777 (2006)
De Jong, K.A.: An analysis of the behavior of a class of genetic adaptive systems, pp. 266. University of Michigan (1975)
Bäch, T.: Optimal Mutation Rates in Genetic Search. In: 5th International Conference on Genetic Algorithms, pp. 2–8. Morgan Kaufmann Publishers Inc. (1993)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2015 Springer International Publishing Switzerland
About this paper
Cite this paper
Pech, A., Hingston, P., Masek, M., Lam, C.P. (2015). Evolving Cellular Automata for Maze Generation. In: Chalup, S.K., Blair, A.D., Randall, M. (eds) Artificial Life and Computational Intelligence. ACALCI 2015. Lecture Notes in Computer Science(), vol 8955. Springer, Cham. https://doi.org/10.1007/978-3-319-14803-8_9
Download citation
DOI: https://doi.org/10.1007/978-3-319-14803-8_9
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-14802-1
Online ISBN: 978-3-319-14803-8
eBook Packages: Computer ScienceComputer Science (R0)