Computer Aided Content Generation: A Gloomhaven Case Study

Marcus Gerhold, Kristian Tijben

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Abstract

We present how an evolutionary algorithm can be used to generate scenarios for the board game Gloomhaven. The scenarios are evaluated according to size, difficulty, thematic coherence, complexity and layout. We encode the game's default scenarios into textual descriptions and use them as initial population for the algorithm. Our dungeon generation works within the confines given by the physical board game, i.e., special attention is given to availability of game pieces and map tiles. The generated dungeons can be constructed without overlapping tiles.

Original languageEnglish
Title of host publicationProceedings of the 18th International Conference on the Foundations of Digital Games, FDG 2023
EditorsPhil Lopes, Filipe Luz, Antonios Liapis, Henrik Engstrom
PublisherAssociation for Computing Machinery
Number of pages10
ISBN (Electronic)978-1-4503-9856-5, 978-1-4503-9855-8
DOIs
Publication statusPublished - 12 Apr 2023
Event18th International Conference on the Foundations of Digital Games, FDG 2023 - Lisbon, Portugal
Duration: 11 Apr 202314 Apr 2023
Conference number: 18

Publication series

NameACM International Conference Proceeding Series

Conference

Conference18th International Conference on the Foundations of Digital Games, FDG 2023
Abbreviated titleFDG 2023
Country/TerritoryPortugal
CityLisbon
Period11/04/2314/04/23

Keywords

  • board game
  • dungeon generation
  • Evolutionary algorithm
  • Gloomhaven

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