title: Ð¡Ð¸ÑÑÐµÐ¼Ð° Ð¿ÑÐ¾ÑÐµÐ´ÑÑÐ½Ð¾Ð¹ Ð³ÐµÐ½ÐµÑÐ°ÑÐ¸Ð¸ Ð¸Ð³ÑÐ¾Ð²ÑÑ ÑÑÐ¾Ð²Ð½ÐµÐ¹
title: Ð²ÑÐ¿ÑÑÐºÐ½Ð°Ñ ÐºÐ²Ð°Ð»Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¾Ð½Ð½Ð°Ñ ÑÐ°Ð±Ð¾ÑÐ° Ð±Ð°ÐºÐ°Ð»Ð°Ð²ÑÐ°
titleType: Subtitle
title: Procedural generation system for game levels
Creators: name: ÐÑÑÐ½Ð¾Ð², ÐÐ»ÐµÐºÑÐµÐ¹
Publisher: name: Ð¡Ð°Ð½ÐºÑ-ÐÐµÑÐµÑÐ±ÑÑÐ³ÑÐºÐ¸Ð¹ Ð¿Ð¾Ð»Ð¸ÑÐµÑÐ½Ð¸ÑÐµÑÐºÐ¸Ð¹ ÑÐ½Ð¸Ð²ÐµÑÑÐ¸ÑÐµÑ ÐÐµÑÑÐ° ÐÐµÐ»Ð¸ÐºÐ¾Ð³Ð¾
Year: 2025
Subjects: Ð¿ÑÐ¾ÑÐµÐ´ÑÑÐ½Ð°Ñ Ð³ÐµÐ½ÐµÑÐ°ÑÐ¸Ñ
pcg
unreal engine
Ð¸Ð³ÑÐ¾Ð²Ð¾Ð¹ ÑÑÐ¾Ð²ÐµÐ½Ñ
procedural generation
game level

description: Ð¦ÐµÐ»Ñ ÑÐ°Ð±Ð¾ÑÑ Ð·Ð°ÐºÐ»ÑÑÐ°ÐµÑÑÑ Ð² ÑÐ°Ð·ÑÐ°Ð±Ð¾ÑÐºÐµ ÑÐ¸ÑÑÐµÐ¼Ñ Ð¿ÑÐ¾ÑÐµÐ´ÑÑÐ½Ð¾Ð¹ Ð³ÐµÐ½ÐµÑÐ°ÑÐ¸Ð¸ Ð¸Ð³ÑÐ¾Ð²ÑÑ ÑÑÐ¾Ð²Ð½ÐµÐ¹ Ñ Ð¸ÑÐ¿Ð¾Ð»ÑÐ·Ð¾Ð²Ð°Ð½Ð¸ÐµÐ¼ Ð°Ð»Ð³Ð¾ÑÐ¸ÑÐ¼Ð¾Ð² Ð¸ Ð¼ÐµÑÐ¾Ð´Ð¾Ð² Ð°Ð²ÑÐ¾Ð¼Ð°ÑÐ¸ÑÐµÑÐºÐ¾Ð³Ð¾ ÑÐ¾Ð·Ð´Ð°Ð½Ð¸Ñ ÑÐ½Ð¸ÐºÐ°Ð»ÑÐ½Ð¾Ð³Ð¾ Ð¸ ÑÐ°Ð·Ð½Ð¾Ð¾Ð±ÑÐ°Ð·Ð½Ð¾Ð³Ð¾ ÐºÐ¾Ð½ÑÐµÐ½ÑÐ°. ÐÑÐµÐ´Ð¼ÐµÑÐ¾Ð¼ Ð¸ÑÑÐ»ÐµÐ´Ð¾Ð²Ð°Ð½Ð¸Ñ ÑÐ²Ð»ÑÑÑÑÑ Ð¼ÐµÑÐ¾Ð´Ñ ÑÐ¾Ð·Ð´Ð°Ð½Ð¸Ñ Ð¸ ÑÐ¿Ð¾ÑÐ¾Ð±Ñ Ð¿ÑÐ¸Ð¼ÐµÐ½ÐµÐ½Ð¸Ñ Ð°Ð»Ð³Ð¾ÑÐ¸ÑÐ¼Ð¾Ð² Ð¿ÑÐ¾ÑÐµÐ´ÑÑÐ½Ð¾Ð¹ Ð³ÐµÐ½ÐµÑÐ°ÑÐ¸Ð¸. ÐÐ»Ñ Ð´Ð¾ÑÑÐ¸Ð¶ÐµÐ½Ð¸Ñ Ð¿Ð¾ÑÑÐ°Ð²Ð»ÐµÐ½Ð½Ð¾Ð¹ ÑÐµÐ»Ð¸ Ð±ÑÐ» Ð¿ÑÐ¾Ð²ÐµÐ´ÑÐ½ ÑÑÐ°Ð²Ð½Ð¸ÑÐµÐ»ÑÐ½ÑÐ¹ Ð°Ð½Ð°Ð»Ð¸Ð· ÑÑÑÐµÑÑÐ²ÑÑÑÐ¸Ñ Ð°Ð»Ð³Ð¾ÑÐ¸ÑÐ¼Ð¾Ð². Ð ÑÐ°Ð¼ÐºÐ°Ñ Ð¸ÑÑÐ»ÐµÐ´Ð¾Ð²Ð°Ð½Ð¸Ñ Ð±ÑÐ»Ð° ÑÐ°Ð·ÑÐ°Ð±Ð¾ÑÐ°Ð½Ð° Ð¼Ð¾Ð´ÑÐ»ÑÐ½Ð°Ñ ÑÐ¸ÑÑÐµÐ¼Ð° Ð¿ÑÐ¾ÑÐµÐ´ÑÑÐ½Ð¾Ð¹ Ð³ÐµÐ½ÐµÑÐ°ÑÐ¸Ð¸ Ð½Ð° Ð¾ÑÐ½Ð¾Ð²Ðµ Ð°Ð»Ð³Ð¾ÑÐ¸ÑÐ¼Ð° BSP-Ð´ÐµÑÐµÐ²Ð¾, ÑÐ¿Ð¾ÑÐ¾Ð±Ð½Ð°Ñ ÑÐ¾Ð·Ð´Ð°Ð²Ð°ÑÑ Ð¸Ð³ÑÐ¾Ð²ÑÐµ ÑÑÐ¾Ð²Ð½Ð¸, Ð²ÐºÐ»ÑÑÐ°ÑÑÐ¸Ðµ ÐºÐ¾Ð¼Ð½Ð°ÑÑ, Ð¿ÑÐ¾ÑÐ¾Ð´Ñ Ð¼ÐµÐ¶Ð´Ñ Ð½Ð¸Ð¼Ð¸, ÐºÐ¾Ð½ÑÐµÐ½Ñ (Ð²ÑÐ°Ð³Ð¸, Ð¿ÑÐµÐ¿ÑÑÑÑÐ²Ð¸Ñ, ÑÐ»ÑÑÑÐµÐ½Ð¸Ñ). ÐÐ°Ð´Ð°ÑÐ¸, ÐºÐ¾ÑÐ¾ÑÑÐµ ÑÐµÑÐ°Ð»Ð¸ÑÑ Ð² ÑÐ¾Ð´Ðµ Ð¸ÑÑÐ»ÐµÐ´Ð¾Ð²Ð°Ð½Ð¸Ñ: 1) Ð¡ÑÐ°Ð²Ð½Ð¸ÑÐµÐ»ÑÐ½ÑÐ¹ Ð°Ð½Ð°Ð»Ð¸Ð· ÑÑÑÐµÑÑÐ²ÑÑÑÐ¸Ñ Ð¼ÐµÑÐ¾Ð´Ð¾Ð² Ð¿ÑÐ¾ÑÐµÐ´ÑÑÐ½Ð¾Ð¹ Ð³ÐµÐ½ÐµÑÐ°ÑÐ¸Ð¸; 2) Ð Ð°Ð·ÑÐ°Ð±Ð¾ÑÐºÐ° Ð°Ð»Ð³Ð¾ÑÐ¸ÑÐ¼Ð¾Ð² Ð¸ Ð°ÑÑÐ¸ÑÐµÐºÑÑÑÑ ÑÐ¸ÑÑÐµÐ¼Ñ Ð¿ÑÐ¾ÑÐµÐ´ÑÑÐ½Ð¾Ð¹ Ð³ÐµÐ½ÐµÑÐ°ÑÐ¸Ð¸ ÑÑÐ¾Ð²Ð½ÐµÐ¹; 3) Ð Ð°Ð·ÑÐ°Ð±Ð¾ÑÐºÐ° Ð²Ð¸Ð´ÐµÐ¾Ð¸Ð³ÑÑ Ð½Ð° Ð¾ÑÐ½Ð¾Ð²Ðµ ÑÐ¸ÑÑÐµÐ¼Ñ Ð¿ÑÐ¾ÑÐµÐ´ÑÑÐ½Ð¾Ð¹ Ð³ÐµÐ½ÐµÑÐ°ÑÐ¸Ð¸ ÑÑÐ¾Ð²Ð½ÐµÐ¹. Ð¢Ð°ÐºÐ¸Ð¼ Ð¾Ð±ÑÐ°Ð·Ð¾Ð¼, ÑÐµÐ·ÑÐ»ÑÑÐ°ÑÑ ÑÐ°Ð±Ð¾ÑÑ Ð´ÐµÐ¼Ð¾Ð½ÑÑÑÐ¸ÑÑÑÑ Ð¿Ð¾ÑÐµÐ½ÑÐ¸Ð°Ð» Ð¸ÑÐ¿Ð¾Ð»ÑÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ Ð¿ÑÐ¾ÑÐµÐ´ÑÑÐ½Ð¾Ð¹ Ð³ÐµÐ½ÐµÑÐ°ÑÐ¸Ð¸ Ð´Ð»Ñ ÑÐ¾Ð·Ð´Ð°Ð½Ð¸Ñ Ð¸Ð³ÑÐ¾Ð²ÑÑ ÑÑÐ¾Ð²Ð½ÐµÐ¹.
description: The objective of the work is to develop a system for procedural generation of game levels using algorithms and methods for automatically creating unique and diverse content. The subject of the study is the methods of creation and the ways of applying procedural generation algorithms. To achieve the goal, a comparative analysis of existing algorithms was conducted. As part of the research, a modular system for procedural generation based on the BSP-tree algorithm was developed. This system is capable of creating game levels that include rooms, passages between them, and content such as enemies, obstacles, and upgrades. The tasks addressed during the research included: 1) Conducting a comparative analysis of existing methods of procedural generation; 2) Developing algorithms and the architecture of a procedural level generation system; 3) Developing a video game based on the procedural level generation system. Thus, the results of the work demonstrate the potential of using procedural generation for creating game levels.