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Procedural content generation reduces both production cost and the effort required for level design by automating content creation. This research designs and develops a Maze Game using Cellular Automata and the Marching Square algorithms, then measures player satisfaction with the Game User Experience Satisfaction Scale (GUESS). Based on 25 respondents, overall satisfaction reaches 83.14%, with Cellular Automata generating maps effectively.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":30,"@type":76,"position":81},"https://docshare.wps.com/document/technology/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/combining-the-cellular-automata-and-marching-square-to-generate-maps/510278/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/combining-the-cellular-automata-and-marching-square-to-generate-maps/510278.png","ImageObject",300,407,{"name":92,"@type":93},"PakDamar76","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-17","2026-10-05",true,{"@type":102,"interactionType":103,"userInteractionCount":8},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"What is the purpose of using procedural content generation in this study?","Question",{"text":112,"@type":113},"It automates level/map creation to lower expenses and reduce the labor needed for content production.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"Which algorithms are used to generate the game content?",{"text":117,"@type":113},"Cellular Automata is used to generate the map, while the Marching Square algorithm is used to generate the 3D mesh based on the contours.",{"name":119,"@type":110,"acceptedAnswer":120},"How is player satisfaction measured and what is the result?",{"text":121,"@type":113},"Player satisfaction is measured using the Game User Experience Satisfaction Scale (GUESS). The overall satisfaction score based on 25 respondents is 83.14%.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},510278,1792238230,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":29,"category_name":30,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":8,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":44,"language":139,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":140,"faqs":141,"seo_title":142,"seo_description":67,"update_tm":143,"read_time":144},962090893057,"https://ap-avatar.wpscdn.com/davatar_155a257f0dc6eb9ab79c44ca47cae57d","Accredited SINTA 2 Ranking  \nDecree of the Director General of Higher Education, Research, and Technology, No. 158/E/KPT/2021 Validity period from Volume 5 Number 2 of 2021 to Volume 10 Number 1 of 2026  \nPublished online at: [http://jurnal.iaii.or.id](http://jurnal.iaii.or.id)  \n\n| | JURNAL RESTI\u003Cbr>(Rekayasa Sistem dan Teknologi Informasi)\u003Cbr>Vol. 9 No. 2 (2025) 416-424 e-ISSN: 2580-0760 |\n| --- | --- |\n\nCombining the Cellular Automata and Marching Square to Generate Maps  \nViore1, Wirawan Istiono2*  \n1,2Department of Informatics, Faculty of Engineering and Informatics, Universitas Multimedia Nusantara, Indonesia  \n[1](1 viore@student.umn.ac.id)[ viore@student.umn.ac.id](1 viore@student.umn.ac.id), [2](2 wirawan.istiono@umn.ac.id)[ wirawan.istiono@umn.ac.id](2 wirawan.istiono@umn.ac.id)  \nAbstract  \nAs computer technology advances, one of the entertainment media that has emerged is video games. The development of a video game is becoming more expensive and labor-intensive as technology itself continues to grow. One of the characteristics of a game as an entertainment medium is its replay value, which refers to the fact that the subject matter can be played more than once. Automating content through the use of procedural content generation is done with the goal of lowering expenses and reducing the amount of labour that is required. This research has two goals: designing and developing aMaze Game using the Procedural Content Generation method with the Cellular Automata and Marching Square algorithms, and determining the level of player satisfaction with the games developed using the Game User Experience Satisfaction Scale (GUESS) method. This research will utilize Cellular Automata and the Marching Square algorithm as a method for generating 3D game shapes through Procedural Content Generation. After the game has been developed, it will be performed by players, and the Game User Experience Satisfaction Scale will be used to measure the user experience. The result for overall satisfaction, based on the responses of 25 respondents, is 83.14%. Cellular Automata was effectively implemented to generate the map, while Marching Square was used to generate the 3D mesh, albeit with isolated rooms and graphical errors.  \nKeywords: Cellular Automata; Combining Algorithms; Marching Square; Procedural Content Generation; Video Game  \nHow to Cite: Viore and W. Istiono,“Combining the Cellular Automata and Marching Square to Generate Maps”, J. RESTI (Rekayasa Sist. Teknol. Inf.) , vol. 9, no. 2, pp. 416-424, Apr. 2025.  \nDOI: [https://doi.org/10.29207/resti.v9i2.6241](https://doi.org/10.29207/resti.v9i2.6241)  \n1. Introduction  \nComputer technology is not only used for labor but also for recreation, such as video games, in the current era. The genre of a video game can distinguish the manner in which it interacts with participants. In their function as entertainment, games contain something known as replay value, which determines whether or not the game can be played repeatedly. The design of game levels is a key component that can enhance the potential for a game to be played multiple times [1], [2] . Repetitive value, denoting the capacity to engage in the same content on multiple occasions, is a fundamental attribute of a game functioning as an entertainment medium [3], [4] . The implementation of procedural content generation processes is driven by the objective of cost reduction and labour efficiency in content automation [5], [6] . Procedural Content Generation (PCG) is a technique used to reduce the expense and time required for level design [7],[8] .  \nIn addition to providing opportunities for developers, 3D permits participants to act more freely and think  \ncreatively. PCG is a technique for automatically generating a variety of content using a set of algorithms [9],[10] . The earliest use of PCG in video games is in Roguelike games, where the majority of the content is random.  \nOne of the algorithms that can be used in PCG level","cbCaiuVgUWORWNMk","https://ap.wps.com/l/cbCaiuVgUWORWNMk","pdf",739407,"English","# Introduction\n# Research Methods","[{\"question\":\"What is the purpose of using procedural content generation in this study?\",\"answer\":\"It automates level/map creation to lower expenses and reduce the labor needed for content production.\"},{\"question\":\"Which algorithms are used to generate the game content?\",\"answer\":\"Cellular Automata is used to generate the map, while the Marching Square algorithm is used to generate the 3D mesh based on the contours.\"},{\"question\":\"How is player satisfaction measured and what is the result?\",\"answer\":\"Player satisfaction is measured using the Game User Experience Satisfaction Scale (GUESS). The overall satisfaction score based on 25 respondents is 83.14%.\"}]","Combining the Cellular Automata and Marching Square to Generate Maps | PDF",1791240176,23]