Santos, Selan Rodrigues dosViana, Breno Maurício de Freitas2021-09-202019-06-282021-09-202019-06-282019-06-14VIANA, Breno Maurício de Freitas. Geração automática de níveis de masmorras com barreiras para jogos digitais. 2019. 107f. Trabalho de Conclusão de Curso (Graduação em Ciência da Computação). - Departamento de Ciência da Informação, Universidade Federal do Rio Grande do Norte, Natal, 2019.https://repositorio.ufrn.br/handle/123456789/34188Procedural content generation (PCG) is a digital content creation method performed by algorithms. One of the challenges of the area is to generate a variety of content, with low computational cost and with validity guarantee. The present work addresses the procedural generation of typical game levels of the Dungeon Crawler genre. In particular, we were interested in generating levels with the mechanics of barriers. Barriers are elements present at levels that impede the progress of the player and, therefore, need to be solved through elements of the game such as the location and use of keys, by solving puzzles, or the acquisition and use of new skills. The work considers four forms of barriers with keys, depending on the relationship between the amount of keys (K) and barriers (B): 1K for 1B, NK for 1B, 1K for MB and NK to MB. The automatic generation of level sketches that support these K/B combinations can be mapped as a constraint satisfaction problem (CSP), since B and K have position constraints within scenario regions; that is, we must avoid generating a barrier whose solution is unreachable within the level. One of the ways to solve CSP is by means of search techniques. Therefore the proposal presented here uses a combination of a Genetic Algorithm (AG) with a generate-and-test (non-search-basead) algorithm to generate levels with support for multiple B/K combinations. Preliminary results have shown that, although it generate infeasible solutions, most solutions generated by our method are feasible levels with the mechanics of barriers.Attribution-NonCommercial-NoDerivs 3.0 Brazilhttp://creativecommons.org/licenses/by-nc-nd/3.0/br/Geração Procedural de Esboços de NíveisProcedural Sketch Level GenerationMasmorrasDungeonJogos DigitaisDigital GamesEstudo Sistemático de Níveis de MasmorrasSistematic Study about Dungeon LevelsAlgoritmo GenéticoGenetic AlgorithmGeração automática de níveis de masmorras com barreiras para jogos digitaisAutomatic dungeon level generation with barriers for digital gamesbachelorThesis