Pierre Vigier: Room Generation using Constraint Satisfaction
There is a lot of tutorials on how to generate all sort of structures. But one question often remains unanswered: how to populate these structures with objects and monsters. In this talk, I will show how a CSP (Constraint Satisfaction Problem) solver can be used to achieve this.
I will start by giving the definition of a CSP and how to implement a simple solver that is suitable for creating a procedural generator. Then, I will give details on how it can be turned into a room generator with illustrations and examples based on my game Vagabond. Finally, I will show that such generators may suffer from the "10,000 bowls of oatmeal problem" and provide ways to avoid it.
Lead-in music generated by Sonat Uzun.
Видео Pierre Vigier: Room Generation using Constraint Satisfaction канала Roguelike Celebration
I will start by giving the definition of a CSP and how to implement a simple solver that is suitable for creating a procedural generator. Then, I will give details on how it can be turned into a room generator with illustrations and examples based on my game Vagabond. Finally, I will show that such generators may suffer from the "10,000 bowls of oatmeal problem" and provide ways to avoid it.
Lead-in music generated by Sonat Uzun.
Видео Pierre Vigier: Room Generation using Constraint Satisfaction канала Roguelike Celebration
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