Game level layout from design specification

The design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer‐controlled steps, while simultaneously providing a visually engaging experience. Traditionally these levels are painstakingly designed by hand, often from pre‐existing bui...

Full description

Saved in:
Bibliographic Details
Published in:Computer graphics forum Vol. 33; no. 2; pp. 95 - 104
Main Authors: Ma, Chongyang, Vining, Nicholas, Lefebvre, Sylvain, Sheffer, Alla
Format: Journal Article
Language:English
Published: Oxford Blackwell Publishing Ltd 01.05.2014
Wiley
Subjects:
ISSN:0167-7055, 1467-8659
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
Abstract The design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer‐controlled steps, while simultaneously providing a visually engaging experience. Traditionally these levels are painstakingly designed by hand, often from pre‐existing building blocks, or space templates. In this paper, we propose an algorithmic approach for automatically laying out game levels from user‐specified blocks. Our method allows designers to retain control of the gameplay flow via user‐specified level connectivity graphs, while relieving them from the tedious task of manually assembling the building blocks into a valid, plausible layout. Our method produces sequences of diverse layouts for the same input connectivity, allowing for repeated replay of a given level within a visually different, new environment. We support complex graph connectivities and various building block shapes, and are able to compute complex layouts in seconds. The two key components of our algorithm are the use of configuration spaces defining feasible relative positions of building blocks within a layout and a graph‐decomposition based layout strategy that leverages graph connectivity to speed up convergence and avoid local minima. Together these two tools quickly steer the solution toward feasible layouts. We demonstrate our method on a variety of real‐life inputs, and generate appealing layouts conforming to user specifications.
AbstractList The design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer-controlled steps, while simultaneously providing a visually engaging experience. Traditionally these levels are painstakingly designed by hand, often from pre-existing building blocks, or space templates. In this paper, we propose an algorithmic approach for automatically laying out game levels from user-specified blocks. Our method allows designers to retain control of the gameplay flow via user-specified level connectivity graphs, while relieving them from the tedious task of manually assembling the building blocks into a valid, plausible layout. Our method produces sequences of diverse layouts for the same input connectivity, allowing for repeated replay of a given level within a visually different, new environment. We support complex graph connectivities and various building block shapes, and are able to compute complex layouts in seconds. The two key components of our algorithm are the use of configuration spaces defining feasible relative positions of building blocks within a layout and a graph-decomposition based layout strategy that leverages graph connectivity to speed up convergence and avoid local minima. Together these two tools quickly steer the solution toward feasible layouts. We demonstrate our method on a variety of real-life inputs, and generate appealing layouts conforming to user specifications. [PUBLICATION ABSTRACT]
The design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer‐controlled steps, while simultaneously providing a visually engaging experience. Traditionally these levels are painstakingly designed by hand, often from pre‐existing building blocks, or space templates. In this paper, we propose an algorithmic approach for automatically laying out game levels from user‐specified blocks. Our method allows designers to retain control of the gameplay flow via user‐specified level connectivity graphs, while relieving them from the tedious task of manually assembling the building blocks into a valid, plausible layout. Our method produces sequences of diverse layouts for the same input connectivity, allowing for repeated replay of a given level within a visually different, new environment. We support complex graph connectivities and various building block shapes, and are able to compute complex layouts in seconds. The two key components of our algorithm are the use of configuration spaces defining feasible relative positions of building blocks within a layout and a graph‐decomposition based layout strategy that leverages graph connectivity to speed up convergence and avoid local minima. Together these two tools quickly steer the solution toward feasible layouts. We demonstrate our method on a variety of real‐life inputs, and generate appealing layouts conforming to user specifications.
Author Ma, Chongyang
Vining, Nicholas
Sheffer, Alla
Lefebvre, Sylvain
Author_xml – sequence: 1
  givenname: Chongyang
  surname: Ma
  fullname: Ma, Chongyang
  organization: University of British Columbia
– sequence: 2
  givenname: Nicholas
  surname: Vining
  fullname: Vining, Nicholas
  organization: University of British Columbia
– sequence: 3
  givenname: Sylvain
  surname: Lefebvre
  fullname: Lefebvre, Sylvain
  organization: ALICE/INRIA
– sequence: 4
  givenname: Alla
  surname: Sheffer
  fullname: Sheffer, Alla
  organization: University of British Columbia
BackLink https://inria.hal.science/hal-00927311$$DView record in HAL
BookMark eNp1kEtLAzEUhYMoWB8L_8GAG0WmJpPJZGYpxbZKUURFcHNJM4lG00lNpmr_vWnrA0TvJpfwncs5ZwutN65RCO0R3CVxjuWD7pKMknwNdUhe8LQsWLWOOpjEnWPGNtFWCE8Y45wXrIOOBmKiEqtelU2smLtZm2jvJkmtgnlokjBV0mgjRWtcs4M2tLBB7X6-2-i2f3rTG6ajy8FZ72SUSoZpniqhmNZMc1rlNZOSjsdFXY4xL2kmSi5IIbkotJRlNJplxbiuOGWV4DVbgBndRoeru4_CwtSbifBzcMLA8GQEiz-Mq4xTQl5JZA9W7NS7l5kKLUxMkMpa0Sg3CxBjE1axgtOI7v9Cn9zMNzEJEEZxhQklZaSOV5T0LgSvNEjTLuO3XhgLBMOiaIhFw7LoH7vfii_Pf7Gf19-MVfP_QegN-l-KdKUwoVXv3wrhnyGG4gzuLgZQnl9d391XQ7igHxuImxE
CitedBy_id crossref_primary_10_1016_j_ifacol_2019_12_579
crossref_primary_10_1111_cgf_13380
crossref_primary_10_1016_j_buildenv_2020_106776
crossref_primary_10_1186_s12859_019_2779_4
crossref_primary_10_1111_cgf_14451
crossref_primary_10_1145_3558773
crossref_primary_10_1007_s10115_024_02291_4
crossref_primary_10_1145_2897824_2925935
crossref_primary_10_1177_14780771241310215
crossref_primary_10_1145_3386569_3392391
crossref_primary_10_3390_a16060275
crossref_primary_10_1109_TVCG_2019_2938961
crossref_primary_10_1016_j_jobe_2020_101963
crossref_primary_10_1145_3355089_3356556
crossref_primary_10_1016_j_gmod_2016_01_003
Cites_doi 10.1145/383259.383292
10.1109/TCIAIG.2011.2166267
10.1145/1141911.1141931
10.1109/TC.1983.1676196
10.1109/TCIAIG.2011.2138707
10.1111/j.1467-8659.2009.01386.x
10.1016/0020-0190(95)00020-D
10.1016/S0926-5805(99)00005-9
10.1142/5648
10.1145/1360612.1360702
10.1145/2070781.2024217
10.1007/s00371-013-0825-1
10.1145/1409060.1409111
10.1109/TCIAIG.2011.2148116
10.1109/MCG.2009.9
10.1145/1944846.1944854
10.1145/882262.882324
10.1145/2461912.2461977
10.1177/027836498400300405
10.1145/1814256.1814266
10.1145/1882261.1866203
10.1111/j.1467-8659.2012.03047.x
10.1145/2185520.2185552
10.1017/CBO9780511546877
ContentType Journal Article
Copyright 2014 The Author(s) Computer Graphics Forum © 2014 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.
2014 The Eurographics Association and John Wiley & Sons Ltd.
licence_http://creativecommons.org/publicdomain/zero
Copyright_xml – notice: 2014 The Author(s) Computer Graphics Forum © 2014 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.
– notice: 2014 The Eurographics Association and John Wiley & Sons Ltd.
– notice: licence_http://creativecommons.org/publicdomain/zero
DBID BSCLL
AAYXX
CITATION
7SC
8FD
JQ2
L7M
L~C
L~D
F28
FR3
1XC
DOI 10.1111/cgf.12314
DatabaseName Istex
CrossRef
Computer and Information Systems Abstracts
Technology Research Database
ProQuest Computer Science Collection
Advanced Technologies Database with Aerospace
Computer and Information Systems Abstracts – Academic
Computer and Information Systems Abstracts Professional
ANTE: Abstracts in New Technology & Engineering
Engineering Research Database
Hyper Article en Ligne (HAL)
DatabaseTitle CrossRef
Computer and Information Systems Abstracts
Technology Research Database
Computer and Information Systems Abstracts – Academic
Advanced Technologies Database with Aerospace
ProQuest Computer Science Collection
Computer and Information Systems Abstracts Professional
Engineering Research Database
ANTE: Abstracts in New Technology & Engineering
DatabaseTitleList Computer and Information Systems Abstracts
CrossRef
Technology Research Database


DeliveryMethod fulltext_linktorsrc
Discipline Engineering
Computer Science
EISSN 1467-8659
EndPage 104
ExternalDocumentID oai:HAL:hal-00927311v1
3321289621
10_1111_cgf_12314
CGF12314
ark_67375_WNG_8JQSWZ9H_N
Genre article
Feature
GroupedDBID .3N
.4S
.DC
.GA
.Y3
05W
0R~
10A
15B
1OB
1OC
29F
31~
33P
3SF
4.4
50Y
50Z
51W
51X
52M
52N
52O
52P
52S
52T
52U
52W
52X
5GY
5HH
5LA
5VS
66C
6J9
702
7PT
8-0
8-1
8-3
8-4
8-5
8UM
8VB
930
A03
AAESR
AAEVG
AAHQN
AAMMB
AAMNL
AANHP
AANLZ
AAONW
AASGY
AAXRX
AAYCA
AAZKR
ABCQN
ABCUV
ABDBF
ABDPE
ABEML
ABPVW
ACAHQ
ACBWZ
ACCZN
ACFBH
ACGFS
ACPOU
ACRPL
ACSCC
ACUHS
ACXBN
ACXQS
ACYXJ
ADBBV
ADEOM
ADIZJ
ADKYN
ADMGS
ADMLS
ADNMO
ADOZA
ADXAS
ADZMN
AEFGJ
AEGXH
AEIGN
AEIMD
AEMOZ
AENEX
AEUYR
AEYWJ
AFBPY
AFEBI
AFFNX
AFFPM
AFGKR
AFWVQ
AFZJQ
AGHNM
AGQPQ
AGXDD
AGYGG
AHBTC
AHEFC
AHQJS
AIDQK
AIDYY
AIQQE
AITYG
AIURR
AJXKR
AKVCP
ALAGY
ALMA_UNASSIGNED_HOLDINGS
ALVPJ
AMBMR
AMYDB
ARCSS
ASPBG
ATUGU
AUFTA
AVWKF
AZBYB
AZFZN
AZVAB
BAFTC
BDRZF
BFHJK
BHBCM
BMNLL
BMXJE
BNHUX
BROTX
BRXPI
BSCLL
BY8
CAG
COF
CS3
CWDTD
D-E
D-F
DCZOG
DPXWK
DR2
DRFUL
DRSTM
DU5
EAD
EAP
EBA
EBO
EBR
EBS
EBU
EDO
EJD
EMK
EST
ESX
F00
F01
F04
F5P
FEDTE
FZ0
G-S
G.N
GODZA
H.T
H.X
HF~
HGLYW
HVGLF
HZI
HZ~
I-F
IHE
IX1
J0M
K1G
K48
LATKE
LC2
LC3
LEEKS
LH4
LITHE
LOXES
LP6
LP7
LUTES
LW6
LYRES
MEWTI
MK4
MRFUL
MRSTM
MSFUL
MSSTM
MXFUL
MXSTM
N04
N05
N9A
NF~
O66
O9-
OIG
P2W
P2X
P4D
PALCI
PQQKQ
Q.N
Q11
QB0
QWB
R.K
RDJ
RIWAO
RJQFR
ROL
RX1
SAMSI
SUPJJ
TH9
TN5
TUS
UB1
V8K
W8V
W99
WBKPD
WIH
WIK
WOHZO
WQJ
WXSBR
WYISQ
WZISG
XG1
ZL0
ZZTAW
~IA
~IF
~WT
AAHHS
ACCFJ
ADZOD
AEEZP
AEQDE
AIWBW
AJBDE
ALUQN
AAYXX
CITATION
O8X
7SC
8FD
JQ2
L7M
L~C
L~D
F28
FR3
1XC
ID FETCH-LOGICAL-c5034-eae5ff5f7394d5cc3bb6d8b07832a87a16c7a6fcc8123226bd97359a7d5b6d823
IEDL.DBID DRFUL
ISICitedReferencesCount 23
ISICitedReferencesURI http://www.webofscience.com/api/gateway?GWVersion=2&SrcApp=Summon&SrcAuth=ProQuest&DestLinkType=CitingArticles&DestApp=WOS_CPL&KeyUT=000337543000010&url=https%3A%2F%2Fcvtisr.summon.serialssolutions.com%2F%23%21%2Fsearch%3Fho%3Df%26include.ft.matches%3Dt%26l%3Dnull%26q%3D
ISSN 0167-7055
IngestDate Wed Nov 05 08:08:32 EST 2025
Sun Nov 09 09:47:45 EST 2025
Mon Jul 14 08:11:20 EDT 2025
Tue Nov 18 22:40:39 EST 2025
Sat Nov 29 08:02:38 EST 2025
Wed Apr 02 05:42:46 EDT 2025
Tue Nov 11 03:31:06 EST 2025
IsDoiOpenAccess false
IsOpenAccess true
IsPeerReviewed true
IsScholarly true
Issue 2
Language English
License licence_http://creativecommons.org/publicdomain/zero/: http://creativecommons.org/publicdomain/zero
LinkModel DirectLink
MergedId FETCHMERGED-LOGICAL-c5034-eae5ff5f7394d5cc3bb6d8b07832a87a16c7a6fcc8123226bd97359a7d5b6d823
Notes ArticleID:CGF12314
istex:C0E3A0DE316DC30F3809A78FDF619664C34BC58E
ark:/67375/WNG-8JQSWZ9H-N
SourceType-Scholarly Journals-1
ObjectType-Feature-1
content type line 14
ObjectType-Article-1
ObjectType-Feature-2
content type line 23
ORCID 0000-0003-4045-3779
OpenAccessLink https://onlinelibrary.wiley.com/doi/pdfdirect/10.1111/cgf.12314
PQID 1530901318
PQPubID 30877
PageCount 10
ParticipantIDs hal_primary_oai_HAL_hal_00927311v1
proquest_miscellaneous_1671595673
proquest_journals_1530901318
crossref_citationtrail_10_1111_cgf_12314
crossref_primary_10_1111_cgf_12314
wiley_primary_10_1111_cgf_12314_CGF12314
istex_primary_ark_67375_WNG_8JQSWZ9H_N
PublicationCentury 2000
PublicationDate May 2014
PublicationDateYYYYMMDD 2014-05-01
PublicationDate_xml – month: 05
  year: 2014
  text: May 2014
PublicationDecade 2010
PublicationPlace Oxford
PublicationPlace_xml – name: Oxford
PublicationTitle Computer graphics forum
PublicationTitleAlternate Computer Graphics Forum
PublicationYear 2014
Publisher Blackwell Publishing Ltd
Wiley
Publisher_xml – name: Blackwell Publishing Ltd
– name: Wiley
References [NR04]  Nishizeki T., Rahman M.: Planar Graph Drawing. Lecture notes series on computing. World Scientific, 2004. 2.
[TYSB11]  Togelius J., Yannakakis G.N., Stanley K.O., Browne C.: Search-based procedural content generation: A taxonomy and survey. IEEE Trans. Comput. Intellig. and AI in Games 3, 3 (2011), 172-186. 2.
[Lig00]  Liggett R.: Automated facilities layout: past, present and future. Automation in Construction 9, 2 (2000), 197-215. 3.
[VKW*12]  Vanegas C.A., Kelly T., Weber B., Halatsch J., Aliaga D.G., Müller P.: Procedural generation of parcels in urban modeling. Comp. Graph. Forum 31 (2012), 681-690. 3.
[SZ03]  Salen K., Zimmerman E.: Rules of Play: Game Design Fundamentals. The MIT Press, 2003. 1, 2.
[Ash11]  Ashby A.: Legend of Zelda: Skyward Sword (Prima Official Game Guide). Prima Games, 2011. 2.
[BP13]  Burgess J., Purkeypile N.: Skyrim's modular approach to level design. Game Developers Conf., 2013. 1, 2.
[CP89]  Chrobak M., Payne T.: A linear-time algorithm for drawing a planar graph on a grid. Information Processing Letters 54 (1989), 241-246. 5.
[KW11]  Kelly T., Wonka P.: Interactive architectural modeling with procedural extrusions. ACM Trans. Graph. 30, 2 (2011), 14:1-14:15. 3.
[MWH*06]  Müller P., Wonka P., Haegler S., Ulmer A., Van Gool L.: Procedural modeling of buildings. ACM Trans. Graph. 25, 3 (2006), 614-623. 3.
[MM08]  Merrell P., Manocha D.: Continuous model synthesis. ACM Trans. Graph. 27, 5 (2008), 158:1-158:7. 3.
[BYMW13]  Bao F., Yan D.-M., Mitra N.J., Wonka P.: Generating and exploring good building layouts. ACM Trans. Graph. 32, 4 (2013), 122:1-122:10. 3.
[HC12]  Hodgson D., Cornett S.: Elder Scrolls V: Skyrim Revised and Expanded: Prima Official Game Guide. Prima Games, 2012. 2.
[Sha87]  Shaviv E.: Principles of computer-aided design: computability of design. Wiley-Interscience, New York, NY, USA, 1987, pp. 191-212. 3.
[STN14]  Shaker N., Togelius J., Nelson M.J.: Procedural Content Generation in Games: A Textbook and an Overview of Current Research. Springer, 2014. 2.
[MSK10]  Merrell P., Schkufza E., Koltun V.: Computer-generated residential building layouts. ACM Trans. Graph. 29, 6 (2010), 181:1-181:12. 3, 9.
[ALM11]  Ashlock D., Lee C., McGuinness C.: Search-based procedural generation of maze-like levels. IEEE Trans. Comput. Intellig. and AI in Games 3 (2011), 260-273. 2.
[Bar03]  Bartle R.: Designing Virtual Worlds. New Riders Games, 2003. 1, 2.
[LCOZ*11]  Lin J., Cohen-Or D., Zhang H., Liang C., Sharf A., Deussen O., Chen B.: Structure-preserving retargeting of irregular 3d architecture. ACM Trans. Graph. 30, 6 (2011), 183:1-183:10. 3.
[LYAM13]  Liu H., Yang Y.-L., AlHalawani S., Mitra N.: Constraint-aware interior layout exploration for pre-cast concrete-based buildings. The Visual Computer 29, 6-8 (2013), 663-673. 3, 9.
[WWSR03]  Wonka P., Wimmer M., Sillion F., Ribarsky W.: Instant architecture. ACM Trans. Graph. 22, 3 (2003), 669-677. 3.
[HSS84]  Hopcroft J., Schwartz J., Sharir M.: On the complexity of motion planning for multiple independent objects; pspace hardness of the "warehouseman's problem". International Journal of Robotics Research 4, 3 (1984), 76-88. 2, 3.
[LP83]  Lozano-Pérez T.: Spatial planning: A configuration space approach. IEEE Trans. on Comp. 32 (1983), 108-120. 2, 3, 4.
[CLDD09]  Cabral M., Lefebvre S., Dachsbacher C., Drettakis G.: Structure-Preserving Reshape for Textured Architectural Scenes. Computer Graphics Forum 28, 2 (2009), 469-480. 2, 3.
[YYW*12]  Yeh Y.-T., Yang L., Watson M., Goodman N.D., Hanrahan P.: Synthesizing open worlds with constraints using locally annealed reversible jump mcmc. ACM Trans. Graph. 31, 4 (2012), 56:1-56:11. 2.
[She98]  Sherwani N.A.: Algorithms for VLSI Physcial Design Automation, 3rd ed. Kluwer Academic Publishers, Norwell, MA, USA, 1998. 3.
[CEW*08]  Chen G., Esch G., Wonka P., Müller P., Zhang E.: Interactive procedural street modeling. ACM Trans. Graph. 27, 3 (2008), 103:1-103:10. 3.
[LaV06]  LaValle S.M.: Planning Algorithms. Cambridge University Press, Cambridge, U.K., 2006. 3, 4.
[STY*11]  Shaker N., Togelius J., Yannakakis G., Weber B., Shimizu T., Hashiyama T., Sorenson N., Pasquier P., Mawhorter P., Takahashi G., Smith G., Baumgarten R.: The 2010 mario ai championship: Level generation track. IEEE Trans. Comput. Intellig. and AI in Games 3, 4 (2011), 332-347. 2.
[YWR09]  Yin X., Wonka P., Razdan A.: Generating 3d building models from architectural drawings: A survey. IEEE Comput. Graph. Appl. 29, 1 (2009), 20-30. 3.
[Cra04]  Crawford C.: Chris Crawford on Interactive Storytelling. New Riders Games, 2004. 2.
[MS74]  March L., Steadman P.: The geometry of environment: an introduction to spatial organization in design. M.I.T. Press, 1974. 3.
2013; 29
2012
2011
2010
2000; 9
1998
2011; 30
1983; 32
1974
2006
2005
2004
2003
2002
2011; 3
2012; 31
2009; 29
2009; 28
1989; 54
1984; 4
2001
2013; 32
2010; 29
2008; 27
2006; 25
1987
2014
2013
2003; 22
Bartle R. (e_1_2_7_5_1) 2003
Hodgson D. (e_1_2_7_13_1) 2012
e_1_2_7_3_1
e_1_2_7_9_1
e_1_2_7_8_1
e_1_2_7_7_1
Shaviv E. (e_1_2_7_30_1) 1987
e_1_2_7_19_1
Crawford C. (e_1_2_7_11_1) 2004
e_1_2_7_18_1
e_1_2_7_17_1
e_1_2_7_16_1
e_1_2_7_15_1
e_1_2_7_14_1
Aarseth E. (e_1_2_7_2_1) 2005
e_1_2_7_12_1
e_1_2_7_10_1
e_1_2_7_26_1
Salen K. (e_1_2_7_34_1) 2003
e_1_2_7_27_1
e_1_2_7_28_1
e_1_2_7_29_1
Shaker N. (e_1_2_7_32_1) 2014
e_1_2_7_25_1
e_1_2_7_23_1
e_1_2_7_33_1
e_1_2_7_22_1
e_1_2_7_21_1
e_1_2_7_35_1
e_1_2_7_20_1
e_1_2_7_36_1
e_1_2_7_37_1
e_1_2_7_38_1
e_1_2_7_39_1
March L. (e_1_2_7_24_1) 1974
Burgess J. (e_1_2_7_6_1) 2013
Sherwani N.A. (e_1_2_7_31_1) 1998
Ashby A. (e_1_2_7_4_1) 2011
References_xml – reference: [LP83]  Lozano-Pérez T.: Spatial planning: A configuration space approach. IEEE Trans. on Comp. 32 (1983), 108-120. 2, 3, 4.
– reference: [She98]  Sherwani N.A.: Algorithms for VLSI Physcial Design Automation, 3rd ed. Kluwer Academic Publishers, Norwell, MA, USA, 1998. 3.
– reference: [Bar03]  Bartle R.: Designing Virtual Worlds. New Riders Games, 2003. 1, 2.
– reference: [MM08]  Merrell P., Manocha D.: Continuous model synthesis. ACM Trans. Graph. 27, 5 (2008), 158:1-158:7. 3.
– reference: [CEW*08]  Chen G., Esch G., Wonka P., Müller P., Zhang E.: Interactive procedural street modeling. ACM Trans. Graph. 27, 3 (2008), 103:1-103:10. 3.
– reference: [Sha87]  Shaviv E.: Principles of computer-aided design: computability of design. Wiley-Interscience, New York, NY, USA, 1987, pp. 191-212. 3.
– reference: [YYW*12]  Yeh Y.-T., Yang L., Watson M., Goodman N.D., Hanrahan P.: Synthesizing open worlds with constraints using locally annealed reversible jump mcmc. ACM Trans. Graph. 31, 4 (2012), 56:1-56:11. 2.
– reference: [LCOZ*11]  Lin J., Cohen-Or D., Zhang H., Liang C., Sharf A., Deussen O., Chen B.: Structure-preserving retargeting of irregular 3d architecture. ACM Trans. Graph. 30, 6 (2011), 183:1-183:10. 3.
– reference: [YWR09]  Yin X., Wonka P., Razdan A.: Generating 3d building models from architectural drawings: A survey. IEEE Comput. Graph. Appl. 29, 1 (2009), 20-30. 3.
– reference: [NR04]  Nishizeki T., Rahman M.: Planar Graph Drawing. Lecture notes series on computing. World Scientific, 2004. 2.
– reference: [KW11]  Kelly T., Wonka P.: Interactive architectural modeling with procedural extrusions. ACM Trans. Graph. 30, 2 (2011), 14:1-14:15. 3.
– reference: [SZ03]  Salen K., Zimmerman E.: Rules of Play: Game Design Fundamentals. The MIT Press, 2003. 1, 2.
– reference: [CLDD09]  Cabral M., Lefebvre S., Dachsbacher C., Drettakis G.: Structure-Preserving Reshape for Textured Architectural Scenes. Computer Graphics Forum 28, 2 (2009), 469-480. 2, 3.
– reference: [LaV06]  LaValle S.M.: Planning Algorithms. Cambridge University Press, Cambridge, U.K., 2006. 3, 4.
– reference: [MWH*06]  Müller P., Wonka P., Haegler S., Ulmer A., Van Gool L.: Procedural modeling of buildings. ACM Trans. Graph. 25, 3 (2006), 614-623. 3.
– reference: [MS74]  March L., Steadman P.: The geometry of environment: an introduction to spatial organization in design. M.I.T. Press, 1974. 3.
– reference: [BP13]  Burgess J., Purkeypile N.: Skyrim's modular approach to level design. Game Developers Conf., 2013. 1, 2.
– reference: [WWSR03]  Wonka P., Wimmer M., Sillion F., Ribarsky W.: Instant architecture. ACM Trans. Graph. 22, 3 (2003), 669-677. 3.
– reference: [HSS84]  Hopcroft J., Schwartz J., Sharir M.: On the complexity of motion planning for multiple independent objects; pspace hardness of the "warehouseman's problem". International Journal of Robotics Research 4, 3 (1984), 76-88. 2, 3.
– reference: [VKW*12]  Vanegas C.A., Kelly T., Weber B., Halatsch J., Aliaga D.G., Müller P.: Procedural generation of parcels in urban modeling. Comp. Graph. Forum 31 (2012), 681-690. 3.
– reference: [Lig00]  Liggett R.: Automated facilities layout: past, present and future. Automation in Construction 9, 2 (2000), 197-215. 3.
– reference: [TYSB11]  Togelius J., Yannakakis G.N., Stanley K.O., Browne C.: Search-based procedural content generation: A taxonomy and survey. IEEE Trans. Comput. Intellig. and AI in Games 3, 3 (2011), 172-186. 2.
– reference: [MSK10]  Merrell P., Schkufza E., Koltun V.: Computer-generated residential building layouts. ACM Trans. Graph. 29, 6 (2010), 181:1-181:12. 3, 9.
– reference: [HC12]  Hodgson D., Cornett S.: Elder Scrolls V: Skyrim Revised and Expanded: Prima Official Game Guide. Prima Games, 2012. 2.
– reference: [ALM11]  Ashlock D., Lee C., McGuinness C.: Search-based procedural generation of maze-like levels. IEEE Trans. Comput. Intellig. and AI in Games 3 (2011), 260-273. 2.
– reference: [STN14]  Shaker N., Togelius J., Nelson M.J.: Procedural Content Generation in Games: A Textbook and an Overview of Current Research. Springer, 2014. 2.
– reference: [STY*11]  Shaker N., Togelius J., Yannakakis G., Weber B., Shimizu T., Hashiyama T., Sorenson N., Pasquier P., Mawhorter P., Takahashi G., Smith G., Baumgarten R.: The 2010 mario ai championship: Level generation track. IEEE Trans. Comput. Intellig. and AI in Games 3, 4 (2011), 332-347. 2.
– reference: [Ash11]  Ashby A.: Legend of Zelda: Skyward Sword (Prima Official Game Guide). Prima Games, 2011. 2.
– reference: [CP89]  Chrobak M., Payne T.: A linear-time algorithm for drawing a planar graph on a grid. Information Processing Letters 54 (1989), 241-246. 5.
– reference: [Cra04]  Crawford C.: Chris Crawford on Interactive Storytelling. New Riders Games, 2004. 2.
– reference: [BYMW13]  Bao F., Yan D.-M., Mitra N.J., Wonka P.: Generating and exploring good building layouts. ACM Trans. Graph. 32, 4 (2013), 122:1-122:10. 3.
– reference: [LYAM13]  Liu H., Yang Y.-L., AlHalawani S., Mitra N.: Constraint-aware interior layout exploration for pre-cast concrete-based buildings. The Visual Computer 29, 6-8 (2013), 663-673. 3, 9.
– year: 2011
– volume: 3
  start-page: 332
  year: 2011
  end-page: 347
  article-title: The 2010 mario ai championship: Level generation track
  publication-title: IEEE Trans. Comput. Intellig. and AI in Games
– volume: 29
  start-page: 20
  year: 2009
  end-page: 30
  article-title: Generating 3d building models from architectural drawings: A survey
  publication-title: IEEE Comput. Graph. Appl.
– volume: 25
  start-page: 614
  year: 2006
  end-page: 623
  article-title: Procedural modeling of buildings
  publication-title: ACM Trans. Graph.
– volume: 31
  start-page: 681
  year: 2012
  end-page: 690
  article-title: Procedural generation of parcels in urban modeling
  publication-title: Comp. Graph. Forum
– volume: 32
  start-page: 108
  year: 1983
  end-page: 120
  article-title: Spatial planning: A configuration space approach
  publication-title: IEEE Trans. on Comp.
– start-page: 10:1
  year: 2010
  end-page: 10:4
– volume: 32
  start-page: 122:1
  year: 2013
  end-page: 122:10
  article-title: Generating and exploring good building layouts
  publication-title: ACM Trans. Graph.
– volume: 9
  start-page: 197
  year: 2000
  end-page: 215
  article-title: Automated facilities layout: past, present and future
  publication-title: Automation in Construction
– start-page: 301
  year: 2001
  end-page: 308
– volume: 27
  start-page: 158:1
  year: 2008
  end-page: 158:7
  article-title: Continuous model synthesis
  publication-title: ACM Trans. Graph.
– volume: 30
  start-page: 14:1
  year: 2011
  end-page: 14:15
  article-title: Interactive architectural modeling with procedural extrusions
  publication-title: ACM Trans. Graph.
– year: 2003
– volume: 54
  start-page: 241
  year: 1989
  end-page: 246
  article-title: A linear‐time algorithm for drawing a planar graph on a grid
  publication-title: Information Processing Letters
– volume: 27
  start-page: 103:1
  year: 2008
  end-page: 103:10
  article-title: Interactive procedural street modeling
  publication-title: ACM Trans. Graph.
– volume: 3
  start-page: 260
  year: 2011
  end-page: 273
  article-title: Search‐based procedural generation of maze‐like levels
  publication-title: IEEE Trans. Comput. Intellig. and AI in Games
– volume: 3
  start-page: 172
  year: 2011
  end-page: 186
  article-title: Search‐based procedural content generation: A taxonomy and survey
  publication-title: IEEE Trans. Comput. Intellig. and AI in Games
– year: 2014
– year: 1998
– volume: 22
  start-page: 669
  year: 2003
  end-page: 677
  article-title: Instant architecture
  publication-title: ACM Trans. Graph.
– year: 2012
– start-page: 496
  year: 2005
  end-page: 506
– volume: 4
  start-page: 76
  year: 1984
  end-page: 88
  article-title: On the complexity of motion planning for multiple independent objects; pspace hardness of the “warehouseman's problem”
  publication-title: International Journal of Robotics Research
– volume: 29
  start-page: 663
  issue: 6–8
  year: 2013
  end-page: 673
  article-title: Constraint‐aware interior layout exploration for pre‐cast concrete‐based buildings
  publication-title: The Visual Computer
– year: 2002
– year: 2006
– year: 2004
– volume: 30
  start-page: 183:1
  year: 2011
  end-page: 183:10
  article-title: Structure‐preserving retargeting of irregular 3d architecture
  publication-title: ACM Trans. Graph.
– year: 1974
– volume: 29
  start-page: 181:1
  year: 2010
  end-page: 181:12
  article-title: Computer‐generated residential building layouts
  publication-title: ACM Trans. Graph.
– volume: 31
  start-page: 56:1
  year: 2012
  end-page: 56:11
  article-title: Synthesizing open worlds with constraints using locally annealed reversible jump mcmc
  publication-title: ACM Trans. Graph.
– volume: 28
  start-page: 469
  year: 2009
  end-page: 480
  article-title: Structure‐Preserving Reshape for Textured Architectural Scenes
  publication-title: Computer Graphics Forum
– year: 2013
– start-page: 191
  year: 1987
  end-page: 212
– ident: e_1_2_7_29_1
  doi: 10.1145/383259.383292
– ident: e_1_2_7_33_1
  doi: 10.1109/TCIAIG.2011.2166267
– volume-title: Rules of Play: Game Design Fundamentals
  year: 2003
  ident: e_1_2_7_34_1
– ident: e_1_2_7_26_1
  doi: 10.1145/1141911.1141931
– volume-title: Chris Crawford on Interactive Storytelling
  year: 2004
  ident: e_1_2_7_11_1
– ident: e_1_2_7_21_1
  doi: 10.1109/TC.1983.1676196
– ident: e_1_2_7_3_1
  doi: 10.1109/TCIAIG.2011.2138707
– ident: e_1_2_7_14_1
– volume-title: Legend of Zelda: Skyward Sword (Prima Official Game Guide)
  year: 2011
  ident: e_1_2_7_4_1
– volume-title: Designing Virtual Worlds
  year: 2003
  ident: e_1_2_7_5_1
– ident: e_1_2_7_9_1
  doi: 10.1111/j.1467-8659.2009.01386.x
– ident: e_1_2_7_28_1
– ident: e_1_2_7_10_1
  doi: 10.1016/0020-0190(95)00020-D
– volume-title: Elder Scrolls V: Skyrim Revised and Expanded: Prima Official Game Guide
  year: 2012
  ident: e_1_2_7_13_1
– ident: e_1_2_7_20_1
  doi: 10.1016/S0926-5805(99)00005-9
– ident: e_1_2_7_27_1
  doi: 10.1142/5648
– start-page: 496
  volume-title: Proceedings of the 4th International Conference on Entertainment Computing
  year: 2005
  ident: e_1_2_7_2_1
– ident: e_1_2_7_8_1
  doi: 10.1145/1360612.1360702
– ident: e_1_2_7_19_1
  doi: 10.1145/2070781.2024217
– ident: e_1_2_7_22_1
  doi: 10.1007/s00371-013-0825-1
– ident: e_1_2_7_23_1
  doi: 10.1145/1409060.1409111
– ident: e_1_2_7_35_1
  doi: 10.1109/TCIAIG.2011.2148116
– ident: e_1_2_7_38_1
  doi: 10.1109/MCG.2009.9
– ident: e_1_2_7_17_1
  doi: 10.1145/1944846.1944854
– volume-title: Procedural Content Generation in Games: A Textbook and an Overview of Current Research
  year: 2014
  ident: e_1_2_7_32_1
– ident: e_1_2_7_37_1
  doi: 10.1145/882262.882324
– ident: e_1_2_7_7_1
  doi: 10.1145/2461912.2461977
– ident: e_1_2_7_15_1
  doi: 10.1177/027836498400300405
– ident: e_1_2_7_16_1
  doi: 10.1145/1814256.1814266
– ident: e_1_2_7_25_1
  doi: 10.1145/1882261.1866203
– ident: e_1_2_7_36_1
  doi: 10.1111/j.1467-8659.2012.03047.x
– ident: e_1_2_7_39_1
  doi: 10.1145/2185520.2185552
– volume-title: Algorithms for VLSI Physcial Design Automation
  year: 1998
  ident: e_1_2_7_31_1
– ident: e_1_2_7_18_1
  doi: 10.1017/CBO9780511546877
– start-page: 191
  volume-title: Principles of computer‐aided design: computability of design
  year: 1987
  ident: e_1_2_7_30_1
– ident: e_1_2_7_12_1
– volume-title: Skyrim's modular approach to level design
  year: 2013
  ident: e_1_2_7_6_1
– volume-title: The geometry of environment: an introduction to spatial organization in design
  year: 1974
  ident: e_1_2_7_24_1
SSID ssj0004765
Score 2.2533114
Snippet The design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer‐controlled steps, while...
The design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer-controlled steps, while...
SourceID hal
proquest
crossref
wiley
istex
SourceType Open Access Repository
Aggregation Database
Enrichment Source
Index Database
Publisher
StartPage 95
SubjectTerms Algorithms
Analysis
and object representations
Assembling
Categories and Subject Descriptors (according to ACM CCS)
Computer & video games
Computer graphics
Computer Science
Connectivity
Convergence
Design specifications
Games
Graph theory
Graphics
Graphs
I.3.5 [Computer Graphics] Computational Geometry and Object Modeling-Curve
I.3.5 [Computer Graphics] Computational Geometry and Object Modeling—Curve, surface, solid, and object representations
Layouts
Software engineering
solid
Specifications
Strategy
Studies
surface
Tasks
Title Game level layout from design specification
URI https://api.istex.fr/ark:/67375/WNG-8JQSWZ9H-N/fulltext.pdf
https://onlinelibrary.wiley.com/doi/abs/10.1111%2Fcgf.12314
https://www.proquest.com/docview/1530901318
https://www.proquest.com/docview/1671595673
https://inria.hal.science/hal-00927311
Volume 33
WOSCitedRecordID wos000337543000010&url=https%3A%2F%2Fcvtisr.summon.serialssolutions.com%2F%23%21%2Fsearch%3Fho%3Df%26include.ft.matches%3Dt%26l%3Dnull%26q%3D
hasFullText 1
inHoldings 1
isFullTextHit
isPrint
journalDatabaseRights – providerCode: PRVWIB
  databaseName: Wiley Online Library Full Collection 2020
  customDbUrl:
  eissn: 1467-8659
  dateEnd: 99991231
  omitProxy: false
  ssIdentifier: ssj0004765
  issn: 0167-7055
  databaseCode: DRFUL
  dateStart: 19970101
  isFulltext: true
  titleUrlDefault: https://onlinelibrary.wiley.com
  providerName: Wiley-Blackwell
link http://cvtisr.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwpV3da9swED_aZA_tQ7uv0nTdcMcYheESW9YXfSrdklBKaLeWlr0IfXkby5KRj7L999MptpfCBoOBH4x1MpJOJ5-s3_0O4BUhvPCO2dR56dLCGp2asE1JXV6KSH8ueRmTTfDhUNzeyos1OK5jYZb8EM0PN7SMuF6jgWszWzFy-6k8CssuJrFu52He0ha0377vXZ__DovkjNbU3kgaUxELIZCnqXzvc7T-GcGQbRzfH_c8zlW_NX54etv_1eSHsFX5m8nJcoI8gjU_fgybKyyET-BNX3_zyQjRQ8lI_5ws5gkGnSQugjsSjMVEPFFU4VO47r27Oh2kVQ6F1NIuKVKvPS1LWnIiC0etJcYwJwwe3uVacJ0xyzUrrRXoW-XMOMkJlZo7ioI52YHWeDL2u5AYJqn2oaLwWWE80SxchadCa8mlFh04rIdS2YpgHPNcjFS90Qj9V7H_HXjZiH5fsmr8USjooylHHuzBybnCZ8gUxUmW3WUdeB3V1Yjp6VfEqnGqboZ9Jc4uP9x8lAM17MB-rU9VmelMheW-K5FxKDT-oCkOBoanJnrsJ4sgw3hw-Wh4Z-hg1O7fm6xO-714s_fvos9gIzhhxRJEuQ-t-XThn8MDezf_Mpu-qOb0L0AS9kc
linkProvider Wiley-Blackwell
linkToHtml http://cvtisr.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwpV3dSxwxEB_UK9g-1LZaPD_aVUopyIp72XyBL6K9u9ZzqVZRfAnZJGtLr3flvJP2v28mt7s9oQWhsA_LZrIkmZlkksz8BuANITx1lpnYOmnj1OQ6zv02JbatQgT4c8mLkGyCZ5m4upKf5mC_ioWZ4kPUB26oGWG-RgXHA-kZLTc3xa6fdzGLdSP1YuTlu3F01r7o_YmL5IxW2N6IGlMiC6EnT1353no0_wW9IRs4wD_vmZyzhmtYedpL_9fmZ_C0tDijg6mIPIc5N3gBT2ZwCJdhp6O_u6iP_kNRX_8aTsYRhp1ENrh3RBiNiR5FgYkrcNF-f37YjcssCrGheySNnXa0KGjBiUwtNYbkObMix-u7lhZcJ8xwzQpjBFpXLZZbyQmVmluKhC3yEhYGw4FbhShnkmrnKwqXpLkjmvkndVRoLbnUognvqrFUpoQYx0wXfVVtNXz_Veh_E7Zr0h9TXI2_EnmG1OWIhN096Cn8hlhRnCTJXdKEt4FfNZkefUNvNU7VZdZR4uPp58tr2VVZEzYqhqpSUW-Vn_D3JGIO-cZv1cVexfDeRA_ccOJpGPdGH_X_9B0M7P13k9Vhpx1e1h5O-hoWu-cnPdX7kB2vw2NvkqVTl8oNWBiPJm4THpm78dfb0atSwH8DB4L6Nw
linkToPdf http://cvtisr.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwpV3da9swED-6ZIz2Yd1Hx9J2mzfGGBSPOrK-YC-lrZNtwXQfpaUvQpbkrjRNSpqU9b-vTrG9FDYYDPxgrJORdDr5ZP3udwBvCeGps8zE1kkbp6bQceG3KbHtliLQn0tehmQTPM_F8bE8WIKPdSzMnB-i-eGGlhHWazRwd2nLBSs3p-UHv-5iFut2iklkWtDe-5YdDn7HRXJGa25vZI2pmIUQydNUvvM9uvcT0ZBtHOBfd1zORcc1fHmy1f9r8yN4WHmc0c58ijyGJTd6AisLPIRPYaunL1w0RPxQNNQ349k0wrCTyAZ4R4TRmIgoCkpcg8Ns_8duP66yKMSGbpM0dtrRsqQlJzK11BhSFMyKAo_vulpwnTDDNSuNEehddVlhJSdUam4pCnbJM2iNxiP3HKKCSaqdryhckhaOaOav1FGhteRSiw68r8dSmYpiHDNdDFW91fD9V6H_HXjTiF7OeTX-KOQV0pQjE3Z_Z6DwGXJFcZIk10kH3gV9NWJ6co5oNU7VUd5T4vPX70cnsq_yDmzWClWVoV4pv-BvS-Qc8o1_3RR7E8NzEz1y45mXYdw7fdS_03cwqPfvTVa7vSzcrP-76Ct4cLCXqcGn_MsGLHuPLJ0jKjehNZ3M3Au4b66nZ1eTl9X8vgWaFfmy
openUrl ctx_ver=Z39.88-2004&ctx_enc=info%3Aofi%2Fenc%3AUTF-8&rfr_id=info%3Asid%2Fsummon.serialssolutions.com&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.atitle=Game+Level+Layout+from+Design+Specification&rft.jtitle=Computer+graphics+forum&rft.au=Ma%2C+Chongyang&rft.au=Vining%2C+Nicholas&rft.au=Lefebvre%2C+Sylvain&rft.au=Sheffer%2C+Alla&rft.date=2014-05-01&rft.pub=Wiley&rft.issn=0167-7055&rft.eissn=1467-8659&rft.volume=33&rft.issue=2&rft.spage=95&rft.epage=104&rft_id=info:doi/10.1111%2Fcgf.12314&rft.externalDBID=HAS_PDF_LINK&rft.externalDocID=oai%3AHAL%3Ahal-00927311v1
thumbnail_l http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/lc.gif&issn=0167-7055&client=summon
thumbnail_m http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/mc.gif&issn=0167-7055&client=summon
thumbnail_s http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/sc.gif&issn=0167-7055&client=summon