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 language | English |
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Title of host publication | Proceedings of the 18th International Conference on the Foundations of Digital Games, FDG 2023 |
Editors | Phil Lopes, Filipe Luz, Antonios Liapis, Henrik Engstrom |
Publisher | Association for Computing Machinery |
Number of pages | 10 |
ISBN (Electronic) | 978-1-4503-9856-5, 978-1-4503-9855-8 |
DOIs | |
Publication status | Published - 12 Apr 2023 |
Event | 18th International Conference on the Foundations of Digital Games, FDG 2023 - Lisbon, Portugal Duration: 11 Apr 2023 → 14 Apr 2023 Conference number: 18 |
Publication series
Name | ACM International Conference Proceeding Series |
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Conference
Conference | 18th International Conference on the Foundations of Digital Games, FDG 2023 |
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Abbreviated title | FDG 2023 |
Country/Territory | Portugal |
City | Lisbon |
Period | 11/04/23 → 14/04/23 |
Keywords
- board game
- dungeon generation
- Evolutionary algorithm
- Gloomhaven