{"title":"基于线性约束和SMT解算器的程序性地下城空间布局","authors":"E. Whitehead","doi":"10.1145/3402942.3409603","DOIUrl":null,"url":null,"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.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Spatial Layout of Procedural Dungeons Using Linear Constraints and SMT Solvers\",\"authors\":\"E. Whitehead\",\"doi\":\"10.1145/3402942.3409603\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":421754,\"journal\":{\"name\":\"Proceedings of the 15th International Conference on the Foundations of Digital Games\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-09-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 15th International Conference on the Foundations of Digital Games\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3402942.3409603\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 15th International Conference on the Foundations of Digital Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3402942.3409603","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Spatial Layout of Procedural Dungeons Using Linear Constraints and SMT Solvers
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.