Spatial Layout of Procedural Dungeons Using Linear Constraints and SMT Solvers

E. Whitehead
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引用次数: 4

Abstract

Dungeon generation is among the oldest problems in procedural content generation. Creating the spatial aspects of a dungeon requires three steps: random generation of rooms and sizes, placement of these rooms inside a fixed area, and connecting rooms with passageways. This paper uses a series of integer linear constraints, solved by a satisfiability modulo theories (SMT) solver, to perform the placement step. Separation constraints ensure dungeon rooms do not intersect and maintain a minimum fixed separation. Designers can specify control lines, and dungeon rooms will be placed within a fixed distance of these control lines. Generation times vary with number of rooms and constraints, but are often very fast. Spatial distribution of solutions tend to have hot spots, but is surprisingly uniform given the underlying complexity of the solver. The approach demonstrates the effectiveness of a declarative approach to dungeon layout generation, where designers can express desired intent, and the SMT solver satisfies this if possible.
基于线性约束和SMT解算器的程序性地下城空间布局
地下城生成是程序内容生成中最古老的问题之一。创建地下城的空间方面需要三个步骤:随机生成房间和大小,将这些房间放置在固定区域内,并通过通道连接房间。本文使用一系列整数线性约束,由可满足模理论(SMT)求解器求解,来执行布置步骤。分隔约束确保地下城房间不会相交,并保持最小的固定分隔。设计师可以指定控制线,地下城房间将被放置在这些控制线的固定距离内。生成时间因房间数量和约束条件而异,但通常非常快。解的空间分布往往有热点,但考虑到求解器的潜在复杂性,它的均匀性令人惊讶。这种方法证明了声明式地下城布局生成方法的有效性,在这种方法中,设计师可以表达期望的意图,如果可能的话,SMT求解器可以满足这一点。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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