Date of Award
Honors College Thesis
This thesis is about using Artificial Intelligence in regards to Procedural Content Generation to help try and avoid a deadlock scenario in a hypothetical dungeon exploring game. The deadlock scenario is essentially having a key being placed in a room that’s inaccessible to the player. An example of such a scenario would be if the key to room A being in Room B, the key to room B was in room A, and the player was in room C. The program generates the dungeon world with a random number of rooms inside it, each room also having a random number of generated sub-rooms or no sub-rooms at all, and then will place the rooms’ respective keys somewhere in the world, so long as whatever arrangement occurs in the end will allow the player to explore the entire dungeon world if they desire or need to. The entire program was written in Java, and the dungeon world’s rooms are arranged into a tree data structure to represent each room’s relationship to one another.
Copyright for this thesis is owned by the author. It may be freely accessed by all users. However, any reuse or reproduction not covered by the exceptions of the Fair Use or Educational Use clauses of U.S. Copyright Law or without permission of the copyright holder may be a violation of federal law. Contact the administrator if you have additional questions.
Moore, Osler Kendall Jr., "Procedural Content Generation: Using A.I. to Generate Playable Content" (2015). Honors Theses. 298.