{"title":"迷宫生成算法中代表性表达的检验","authors":"A. Kozlova, J. A. Brown, Elizabeth Reading","doi":"10.1109/CIG.2015.7317902","DOIUrl":null,"url":null,"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.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"11","resultStr":"{\"title\":\"Examination of representational expression in maze generation algorithms\",\"authors\":\"A. Kozlova, J. A. Brown, Elizabeth Reading\",\"doi\":\"10.1109/CIG.2015.7317902\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":244862,\"journal\":{\"name\":\"2015 IEEE Conference on Computational Intelligence and Games (CIG)\",\"volume\":\"22 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-11-05\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"11\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2015 IEEE Conference on Computational Intelligence and Games (CIG)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CIG.2015.7317902\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CIG.2015.7317902","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Examination of representational expression in maze generation algorithms
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.