Copyright (c) 2013 IEEE. Personal use is permitted. For any other purposes, permission must be obtained from the IEEE by emailing pubs-permissions@ieee.org.This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI10.1109/TCIAIG.2013.2290371, IEEE Transactions on Computational Intelligence and AI in GamesIEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES1Procedural generation of dungeonsRoland van der Linden, Ricardo Lopes and Rafael BidarraAbstractThe use of procedural content generation (PCG) techniques in game development has been mostly restricted tovery specific types of game elements. PCG has been seldom deployed for generating entire game levels, a notableexception to this being dungeons, a specific type of game levels often encountered in adventure and role playinggames. Due to their peculiar combination of pace, gameplay and game spaces, dungeon levels are among the mostsuited to showcase the benefits of PCG. This article surveys research on procedural methods to generate dungeongame levels. We summarize common practices, discuss pros and cons of different approaches, and identify a fewpromising challenges ahead. In general, what current procedural dungeon generation methods are missing is notperformance, but more powerful, accurate and richer control over the generation process. Recent research results seemto indicate that gameplay-related criteria can provide such high-level control. However, this area is still in its infancy,and many research challenges are still lying ahead,e.g.improving the intuitiveness and accessibility of such methodsfor designers. We also observe that more research is needed into generic mechanisms for automating the generationof the actual dungeon geometric models. We conclude that the foundations for enabling gameplay-based control ofdungeon-level generation are worth being researched, and that its promising results may be instrumental in bringingPCG into mainstream game development.Index TermsProcedural content generation, procedural level generation, role playing games, gameplay semantics.I. INTRODUCTIONProcedural content generation (PCG) refers to the algorithmic creation of content. It allows content to be generatedautomatically, and can therefore greatly reduce the increasing workload of artists. Some procedural content generationmethods are gradually becoming common practice in the game industry but are mostly confined to very specificcontexts and game elements. For instance, SpeedTree [1] is becoming a standard middleware to procedurally generatetrees, as demonstrated by its integration in games like Grand Theft Auto IV(RockStar Games, 2008), Batman:Arkham Asylum(Eidos Interactive, 2009), Battlefield 3(Electronic Arts, 2011), and many others. More completePCG approaches (e.g.methods that generate complete game levels) exist, but mostly in the research domain.Roland van der Linden, Ricardo Lopes and Rafael Bidarra* are with the Computer Graphics and Visualization Group, Delft Universityof Technology, 2628 CD Delft, The Netherlands (*corresponding author: +31152784564, email:roland.vanderlinden@gmail.com,fr.lopes|r.bidarrag@tudelft.nl).This work was partly supported by the Portuguese Foundation for Science and Technology under grant SFRH/BD/62463/2009.Copyright (c) 2013 IEEE. Personal use is permitted. For any other purposes, permission must be obtained from the IEEE by emailing pubs-permissions@ieee.org.This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI10.1109/TCIAIG.2013.2290371, IEEE Transactions on Computational Intelligence and AI in GamesIEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES2The lack