Automatic Generation of Fantasy Role-playing Modules
Generated roleplaying scenarios have a long history, but this research by Daniel Ashlock and Cameron McGuinness aims to make complete coherent modules in the style of traditional D&D dungeons.
The evolutionary algorithm approach to dungeon generation is interesting; I don’t think I’ve seen that particular approach applied to level design before. It’s apparently an effective way to combine constraints with the generated result.
I’d like to know much more about the populating and description part of the algorithm. The results seem quite convincing, but it’s a bit light on the details.