🤖 AI Summary
This work proposes a three-stage indoor scene generation method that integrates established level design principles to address the spatial disorganization and poor playability often found in traditional procedural content generation. The approach begins with binary space partitioning (BSP) to construct an initial layout, followed by graph traversal algorithms to ensure logical room connectivity. A final post-processing stage enhances structural coherence and visual consistency. By systematically embedding design principles into each phase of the pipeline, the method preserves architectural plausibility while improving navigability and diversity. Experimental results demonstrate high flexibility and efficacy: across 100,000 generated maps, over 91% achieved full connectivity when appropriate parameters were used, confirming the robustness of the proposed framework.
📝 Abstract
Procedural Content Generation (PCG) has become an essential technique in game development due to its ability to reduce production time and cost while increasing replayability and variety. However, when not aligned with level design principles, PCG can lead to incoherent spatial structures and poor gameplay experiences. Objective: This work proposes a PCG method guided by level design principles to generate structured indoor environments - such as houses, mansions, and dungeons - aiming to ensure both architectural coherence and navigability. Methodology: The method is divided into three main stages: segmentation of the space using Binary Space Partitioning (BSP); logical connection of rooms based on graph traversal to prevent redundant links; and a post-processing stage responsible for cleaning structural artifacts and improving visual cohesion. The methodology allows parameterization of room area and shape, with randomness controlled via seeds for reproducibility. Results: Two experiments were conducted. The first demonstrated the flexibility of the methodology under different seeds and parameter configurations. The second evaluated the navigability of generated maps by verifying connectivity using Breadth-First Search (BFS). In this test, 100,000 maps were generated, and with suitable parameters, over 91% of them achieved complete connectivity.