Towards procedural map and character generation for the MOBA Game Genre
In this paper, we present an approach to create assets using procedural algorithms in maps generation and dynamic adaptation of characters for a MOBA video game, preserving the balancing feature to players -- Maps are created based on offering equal chances of winning or losing for both teams -- Als...
- Autores:
-
Cannizzo, Alejandro
Ramírez, Esmitt
- Tipo de recurso:
- Fecha de publicación:
- 2015
- Institución:
- Universidad EAFIT
- Repositorio:
- Repositorio EAFIT
- Idioma:
- spa
- OAI Identifier:
- oai:repository.eafit.edu.co:10784/7884
- Acceso en línea:
- http://publicaciones.eafit.edu.co/index.php/ingciencia/article/view/2641
http://hdl.handle.net/10784/7884
- Palabra clave:
- procedural content generation
multiplayer on-line battle aren
video game
balanced game
ALGORITMOS
VIDEOJUEGOS
PROCESAMIENTO DE DATOS EN TIEMPO REAL
TEORÍA DE LOS JUEGOS
ANÁLISIS DE CONTENIDO (COMUNICACIÓN) - PROCESAMIENTO DE DATOS
PROCESAMIENTO DE LA INFORMACIÓN
Algorithms
Video games
Real-time data processing
Game theory
Content analysis (communication) data processing
Content analysis (communication) data processing
- Rights
- License
- Copyright (c) 2015 Ingeniería y Ciencia - ing.cienc.
Summary: | In this paper, we present an approach to create assets using procedural algorithms in maps generation and dynamic adaptation of characters for a MOBA video game, preserving the balancing feature to players -- Maps are created based on offering equal chances of winning or losing for both teams -- Also, a character adaptation system is developed which allows changing the attributes of players in real-time according to their behaviour, always maintaining the game balanced -- Our tests show the effectiveness of the proposed algorithms to establish the adequate values in a MOBA video game |
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