of commercial use of PCG techniques has most likely to do with their lack of control: designers, bygiving away part of it to an algorithm, are often suspicious of the unpredictable nature of the results of an automaticgenerator. However, an increasing number of recent benefits can help establish PCG in mainstream game development.These benefits include: (i) therapidgeneration of content that fulfills a designers requirements [2], (ii) the possiblediversityof generated content (even when using similar requirements), which may increase game replayability [3],[4], (iii) the amount oftimeandmoneythat a designer/company can spare in their game development process [5],and (iv) the fact that PCG can provide a basis for games to automaticallyadaptto their players [6], [7].Such advantages continue to motivate ongoing research on this increasingly active field. In this paper, we surveythe current state of PCG for dungeons, a specific type of level for adventure and role playing games (RPG). Ourfocus on dungeon generation is justified by two important factors: the unique control challenges it raises and itsclose relationship with successful games.We define adventure and RPG dungeon levels as labyrinthic environments, consisting mostly of inter-relatedchallenges, rewards and puzzles, tightly paced in time and space to offer highly structured gameplay progressions. Aclose control over gameplay pacing is an aspect which sets dungeons apart from other types of levels. This notionof pacing and progression is sophisticated: although dungeon levels are open for free player exploration (more thane.g.platform levels), this exploration has a tight bond with the progression of challenges, rewards and puzzles, asdesired by game designers (unlikee.g.sandbox levels, in open game worlds).Since procedural generation is, in essence, automated design, dungeon generation shares the same challengesof manual dungeon design. Dungeons are unique due to the tighter bond between designing gameplay and gamespace. Unlikee.g.platform levels or race tracks, dungeons call for free exploration but with a strict control overgameplay experience, progression and pacing (unlike open worlds, where the player is more independent). Forexample, players may freely explore a dungeon, choosing their own path among different possible ones, but neverencounter challenges that are impossible for their current skill level (since the space to back track is not as open as,for example, a sandbox city). Designing dungeons is thus a sophisticated exercise of emerging a complex gamespace from a predetermined desired gameplay, rather than the other way around. As such, dungeon generation isunique: it is more about achieving structured control over generation than about finding unexpected interestinggenerated results.Typically dungeons can be classified in two types: for adventure games and for RPGs. Adventure games likeThe Legend Of Zelda(Nintendo, 1986)strictly follow our definitions above, as apparent in,e.g., [8], [9]. ModernRPGs, like The Elder Scrolls V: Skyrim(Bethesda Softworks, 2011), include more open dungeons, complex in manyways (e.g.exploration), but, when compared with adventure games, are less sophisticated in their strict controlover gameplay experience, progression and pacing. Most current academic research is in line with dungeons foradventure games and, as such, the remainder of this survey will be focused on that scope.Dungeons are intrinsically tied to the history of PCG, showcasing its potential in video games. Players of this typeof adventure games and RPGs were introduced early