I. Introduction
Why do we need to design video game maps and levels? Why can't we just use the real world instead? Many video games feature topological content in a functional role. Players are often tasked with interacting with some sort of map: moving their characters across it, direct units around it, or building things on it. In game development, large resources go into making rather small maps; even AAA games (i.e. games with high budgets for development and marketing) renowned for their world building (such as Skyrim or Grand Theft Auto) commonly feature maps that are just a few kilometers across. Real-time strategy games and first-person shooters commonly launch with just a few good multiplayer maps.