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Automatic Map Generation without an Isolated Cave Using Cell Automata Enhanced by Binary Space Partitioning

이진 공간 분할로 보강된 셀 오토마타를 이용한 고립 동굴 없는 맵 자동 생성

  • Kim, Ji-Min (Graduate School, Dept. of Interaction Design, Hallym University) ;
  • Oh, Pyeong (Graduate School, Dept. of Interaction Design, Hallym University) ;
  • Kim, Sun-Jeong (Graduate School, Dept. of Interaction Design, Hallym University) ;
  • Hong, Seokmin (Dept. of Advertising and Public Relations, Halym University)
  • 김지민 (한림대학교 인터랙션디자인) ;
  • 오평 (한림대학교 인터랙션디자인) ;
  • 김선정 (한림대학교 인터랙션디자인) ;
  • 홍석민 (한림대학교 광고홍보학과)
  • Received : 2016.09.02
  • Accepted : 2016.12.09
  • Published : 2016.12.20

Abstract

Many researchers have paid attention to contents generation within the area of game artificial intelligence these days with various reasons. Efforts on automatic contents generation without game level designers' help were continuously progressed in various game contents. This study suggests an automatic map generation without an isolated cave using cellular automation enhanced by binary space partitioning(BSP). In other words, BSP makes it possible to specify the number of desired area and cellular automation reduces the time to search a path. Based upon our preliminary simulation results, we show the usefulness of our automatic map generation by applying the contents generation using cell automation, which is enhanced by BSP to games.

다양한 이유로 콘텐츠 생성에 대한 연구는 최근 게임 인공 지능분야에서 활발히 연구되고 있다. 디자이너의 개입과 관계없이 자동적으로 콘텐츠를 생성하려는 시도가 계속 되고 있으며, 여러 게임 장르에서 다양한 형태의 게임 콘텐츠를 생성하는데 사용되어 왔다. 본 논문은 다양한 콘텐츠 생성 연구 중, 고립 동굴이 없는 맵을 자동으로 생성하기 위해 이진 공간 분할을 활용하여 보강된 셀 오토마타 방법을 제안한다. 이진 공간 분할을 이용하면 원하는 공간의 수를 지정할 수 있으며, 셀 오토마타를 이용하여 자동 생성된 맵의 통로를 탐색하는데 걸리는 시간도 줄일 수 있다. 본 논문에서는 이진 공간 분할로 보강된 셀 오토마타를 이용하여 자동 생성된 맵을 게임에 적용하여 그 유용성을 보인다.

Keywords

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