Generation of an arbitrary shaped large maze by assembling mazes

Cheong-mok Bae, Eun Kwang Kim, Jongchan Lee, Kyung-Joong Kim, J. Na
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引用次数: 1

Abstract

Lots of games have used maze generation for their maps, geographical features or terrains. Previously, they used spanning tree algorithms, growing tree algorithm, and so on. However, the methods placed restrictions on the shape of mazes and used fixed matrices. In this paper, we propose a simple and easy way to generate an arbitrary shaped maze by assembling mazes. Because it's possible to selectively combining mazes with user preference, the final big maze can be expected to be a personalized one. If a database of mazes with gamer's playing logs or preferences is available, the system can dynamically compose an arbitrary new mazes in real time. Furthermore, it can support gamers to create new complex mazes for user-generated contents.
通过组合迷宫生成任意形状的大型迷宫
许多游戏在地图、地理特征或地形中使用了迷宫生成功能。以前,他们使用生成树算法、生长树算法等。然而,这些方法限制了迷宫的形状,并使用固定的矩阵。在本文中,我们提出了一种简单易行的方法,通过组合迷宫来生成任意形状的迷宫。因为可以有选择地将迷宫与用户偏好结合起来,所以最终的大迷宫可能是个性化的。如果包含玩家游戏日志或偏好的迷宫数据库是可用的,系统就可以动态地实时组成任意的新迷宫。此外,它还可以支持玩家为用户生成的内容创建新的复杂迷宫。
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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