Examination of representational expression in maze generation algorithms

A. Kozlova, J. A. Brown, Elizabeth Reading
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引用次数: 11

Abstract

Procedural content generation is widely used in game development, although it does not give an opportunity to generate the whole game level. However, for some game artifacts procedural generation is the preferred way of creation. Mazes are a good example of such artifacts: manual generation of mazes does not provide a variety of combinations and makes games too predictable. This article gives an overview of three basic two-dimensional maze generation algorithms: Depth-first search, Prim's, and Recursive Definition. These algorithms describe three conceptually different approaches to maze generation. The path lengths of the algorithms are compared, and advantages and disadvantages of each algorithm are given.
迷宫生成算法中代表性表达的检验
程序内容生成在游戏开发中被广泛使用,尽管它并不能生成整个游戏关卡。然而,对于某些游戏工件,程序生成是首选的创造方式。迷宫就是一个很好的例子:手动生成的迷宫不能提供各种组合,使游戏过于可预测。本文概述了三种基本的二维迷宫生成算法:深度优先搜索、Prim算法和递归定义算法。这些算法描述了三种概念上不同的迷宫生成方法。比较了各算法的路径长度,给出了各算法的优缺点。
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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