University of Hertfordshire

By the same authors

Organic building generation in minecraft

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Standard

Organic building generation in minecraft. / Green, Michael Cerny; Salge, Christoph; Togelius, Julian.

Proceedings of the 14th International Conference on the Foundations of Digital Games, FDG 2019. ed. / Foaad Khosmood; Johanna Pirker; Thomas Apperley; Sebastian Deterding. Association for Computing Machinery, 2019. 80 (ACM International Conference Proceeding Series).

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Harvard

Green, MC, Salge, C & Togelius, J 2019, Organic building generation in minecraft. in F Khosmood, J Pirker, T Apperley & S Deterding (eds), Proceedings of the 14th International Conference on the Foundations of Digital Games, FDG 2019., 80, ACM International Conference Proceeding Series, Association for Computing Machinery, 14th International Conference on the Foundations of Digital Games, FDG 2019, San Luis Obispo, United States, 26/08/19. https://doi.org/10.1145/3337722.3341846

APA

Green, M. C., Salge, C., & Togelius, J. (2019). Organic building generation in minecraft. In F. Khosmood, J. Pirker, T. Apperley, & S. Deterding (Eds.), Proceedings of the 14th International Conference on the Foundations of Digital Games, FDG 2019 [80] (ACM International Conference Proceeding Series). Association for Computing Machinery. https://doi.org/10.1145/3337722.3341846

Vancouver

Green MC, Salge C, Togelius J. Organic building generation in minecraft. In Khosmood F, Pirker J, Apperley T, Deterding S, editors, Proceedings of the 14th International Conference on the Foundations of Digital Games, FDG 2019. Association for Computing Machinery. 2019. 80. (ACM International Conference Proceeding Series). https://doi.org/10.1145/3337722.3341846

Author

Green, Michael Cerny ; Salge, Christoph ; Togelius, Julian. / Organic building generation in minecraft. Proceedings of the 14th International Conference on the Foundations of Digital Games, FDG 2019. editor / Foaad Khosmood ; Johanna Pirker ; Thomas Apperley ; Sebastian Deterding. Association for Computing Machinery, 2019. (ACM International Conference Proceeding Series).

Bibtex

@inproceedings{96a393e7381442e09be2c09712d5b14b,
title = "Organic building generation in minecraft",
abstract = "This paper presents a method for generating floor plans for structures in Minecraft (Mojang 2009). Given a 3D space, it will autogenerate a building to fill that space using a combination of constrained growth and cellular automata. The result is a series of organic-looking buildings complete with rooms, windows, and doors connecting them. The method is applied to the Generative Design in Minecraft (GDMC) competition [24] to auto-generate buildings in Minecraft, and the results are discussed.",
keywords = "Artificial intelligence, Minecraft, PCG",
author = "Green, {Michael Cerny} and Christoph Salge and Julian Togelius",
year = "2019",
month = aug,
day = "26",
doi = "10.1145/3337722.3341846",
language = "English",
series = "ACM International Conference Proceeding Series",
publisher = "Association for Computing Machinery",
editor = "Foaad Khosmood and Johanna Pirker and Thomas Apperley and Sebastian Deterding",
booktitle = "Proceedings of the 14th International Conference on the Foundations of Digital Games, FDG 2019",
note = "14th International Conference on the Foundations of Digital Games, FDG 2019 ; Conference date: 26-08-2019 Through 30-08-2019",

}

RIS

TY - GEN

T1 - Organic building generation in minecraft

AU - Green, Michael Cerny

AU - Salge, Christoph

AU - Togelius, Julian

PY - 2019/8/26

Y1 - 2019/8/26

N2 - This paper presents a method for generating floor plans for structures in Minecraft (Mojang 2009). Given a 3D space, it will autogenerate a building to fill that space using a combination of constrained growth and cellular automata. The result is a series of organic-looking buildings complete with rooms, windows, and doors connecting them. The method is applied to the Generative Design in Minecraft (GDMC) competition [24] to auto-generate buildings in Minecraft, and the results are discussed.

AB - This paper presents a method for generating floor plans for structures in Minecraft (Mojang 2009). Given a 3D space, it will autogenerate a building to fill that space using a combination of constrained growth and cellular automata. The result is a series of organic-looking buildings complete with rooms, windows, and doors connecting them. The method is applied to the Generative Design in Minecraft (GDMC) competition [24] to auto-generate buildings in Minecraft, and the results are discussed.

KW - Artificial intelligence

KW - Minecraft

KW - PCG

UR - http://www.scopus.com/inward/record.url?scp=85072834800&partnerID=8YFLogxK

U2 - 10.1145/3337722.3341846

DO - 10.1145/3337722.3341846

M3 - Conference contribution

AN - SCOPUS:85072834800

T3 - ACM International Conference Proceeding Series

BT - Proceedings of the 14th International Conference on the Foundations of Digital Games, FDG 2019

A2 - Khosmood, Foaad

A2 - Pirker, Johanna

A2 - Apperley, Thomas

A2 - Deterding, Sebastian

PB - Association for Computing Machinery

T2 - 14th International Conference on the Foundations of Digital Games, FDG 2019

Y2 - 26 August 2019 through 30 August 2019

ER -