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...

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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.
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spelling 2015-08-032015-12-09T14:50:47Z2015-08-032015-12-09T14:50:47Z2256-43141794–9165http://publicaciones.eafit.edu.co/index.php/ingciencia/article/view/2641http://hdl.handle.net/10784/788410.17230/ingciencia.11.22.5In 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 gameapplication/pdftext/htmlspaUniversidad EAFITIngeniería y Ciencia - ing.cienc.; Vol 11, No 22 (2015); 95-119http://publicaciones.eafit.edu.co/index.php/ingciencia/article/view/2641Copyright (c) 2015 Ingeniería y Ciencia - ing.cienc.http://creativecommons.org/licenses/by/4.0Acceso abiertohttp://purl.org/coar/access_right/c_abf2instname:Universidad EAFITreponame:Repositorio Institucional Universidad EAFITIngeniería y Ciencia - ing.cienc.; Vol 11, No 22 (2015); 95-119procedural content generationmultiplayer on-line battle arenvideo gamebalanced gameALGORITMOSVIDEOJUEGOSPROCESAMIENTO DE DATOS EN TIEMPO REALTEORÍA DE LOS JUEGOSANÁLISIS DE CONTENIDO (COMUNICACIÓN) - PROCESAMIENTO DE DATOSPROCESAMIENTO DE LA INFORMACIÓNAlgorithmsVideo gamesReal-time data processingGame theoryContent analysis (communication) data processingContent analysis (communication) data processingTowards procedural map and character generation for the MOBA Game Genreinfo:eu-repo/semantics/articlearticleArtículohttp://purl.org/coar/version/c_970fb48d4fbd8a85http://purl.org/coar/resource_type/c_6501http://purl.org/coar/resource_type/c_2df8fbb1Cannizzo, AlejandroRamírez, EsmittUniversidad Central de VenezuelaUniversidad Central de VenezuelaUniversidad Central de VenezuelaIngeniería y Ciencia112295119ing.cienc.THUMBNAILminaitura-ig_Mesa de trabajo 1.jpgminaitura-ig_Mesa de trabajo 1.jpgimage/jpeg265796https://repository.eafit.edu.co/bitstreams/386816b7-b2ea-4fe0-9987-551160d3e283/downloadda9b21a5c7e00c7f1127cef8e97035e0MD51ORIGINAL5.pdf5.pdfTexto completo PDFapplication/pdf5519413https://repository.eafit.edu.co/bitstreams/2082bd61-7d62-49da-b375-7f8d151f1fec/downloadb036cae1fbc19d819f447c89af881b8cMD52articulo.htmlarticulo.htmlTexto completo HTMLtext/html374https://repository.eafit.edu.co/bitstreams/1eb92198-c3b6-4f45-8a7d-99e44d9e100c/download5d43cc2766acd9dd019d2f216d31027aMD5310784/7884oai:repository.eafit.edu.co:10784/78842020-03-01 18:17:43.506open.accesshttps://repository.eafit.edu.coRepositorio Institucional Universidad EAFITrepositorio@eafit.edu.co
dc.title.none.fl_str_mv Towards procedural map and character generation for the MOBA Game Genre
title Towards procedural map and character generation for the MOBA Game Genre
spellingShingle Towards procedural map and character generation for the MOBA Game Genre
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
title_short Towards procedural map and character generation for the MOBA Game Genre
title_full Towards procedural map and character generation for the MOBA Game Genre
title_fullStr Towards procedural map and character generation for the MOBA Game Genre
title_full_unstemmed Towards procedural map and character generation for the MOBA Game Genre
title_sort Towards procedural map and character generation for the MOBA Game Genre
dc.creator.fl_str_mv Cannizzo, Alejandro
Ramírez, Esmitt
dc.contributor.author.spa.fl_str_mv Cannizzo, Alejandro
Ramírez, Esmitt
dc.contributor.affiliation.spa.fl_str_mv Universidad Central de Venezuela
Universidad Central de Venezuela
Universidad Central de Venezuela
dc.subject.eng.fl_str_mv procedural content generation
multiplayer on-line battle aren
video game
balanced game
topic 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
dc.subject.lemb.none.fl_str_mv ALGORITMOS
VIDEOJUEGOS
PROCESAMIENTO DE DATOS EN TIEMPO REAL
TEORÍA DE LOS JUEGOS
ANÁLISIS DE CONTENIDO (COMUNICACIÓN) - PROCESAMIENTO DE DATOS
PROCESAMIENTO DE LA INFORMACIÓN
dc.subject.keyword.none.fl_str_mv Algorithms
Video games
Real-time data processing
Game theory
Content analysis (communication) data processing
Content analysis (communication) data processing
description 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
publishDate 2015
dc.date.available.none.fl_str_mv 2015-12-09T14:50:47Z
dc.date.issued.none.fl_str_mv 2015-08-03
dc.date.accessioned.none.fl_str_mv 2015-12-09T14:50:47Z
dc.date.none.fl_str_mv 2015-08-03
dc.type.none.fl_str_mv info:eu-repo/semantics/article
article
dc.type.coarversion.fl_str_mv http://purl.org/coar/version/c_970fb48d4fbd8a85
dc.type.coar.fl_str_mv http://purl.org/coar/resource_type/c_6501
http://purl.org/coar/resource_type/c_2df8fbb1
dc.type.local.spa.fl_str_mv Artículo
dc.identifier.issn.none.fl_str_mv 2256-4314
1794–9165
dc.identifier.uri.none.fl_str_mv http://publicaciones.eafit.edu.co/index.php/ingciencia/article/view/2641
http://hdl.handle.net/10784/7884
dc.identifier.doi.none.fl_str_mv 10.17230/ingciencia.11.22.5
identifier_str_mv 2256-4314
1794–9165
10.17230/ingciencia.11.22.5
url http://publicaciones.eafit.edu.co/index.php/ingciencia/article/view/2641
http://hdl.handle.net/10784/7884
dc.language.iso.spa.fl_str_mv spa
language spa
dc.relation.ispartof.eng.fl_str_mv Ingeniería y Ciencia - ing.cienc.; Vol 11, No 22 (2015); 95-119
dc.relation.isversionof.none.fl_str_mv http://publicaciones.eafit.edu.co/index.php/ingciencia/article/view/2641
dc.rights.spa.fl_str_mv Copyright (c) 2015 Ingeniería y Ciencia - ing.cienc.
http://creativecommons.org/licenses/by/4.0
dc.rights.coar.fl_str_mv http://purl.org/coar/access_right/c_abf2
dc.rights.local.spa.fl_str_mv Acceso abierto
rights_invalid_str_mv Copyright (c) 2015 Ingeniería y Ciencia - ing.cienc.
http://creativecommons.org/licenses/by/4.0
Acceso abierto
http://purl.org/coar/access_right/c_abf2
dc.format.none.fl_str_mv application/pdf
text/html
dc.publisher.spa.fl_str_mv Universidad EAFIT
dc.source.none.fl_str_mv instname:Universidad EAFIT
reponame:Repositorio Institucional Universidad EAFIT
dc.source.eng.fl_str_mv Ingeniería y Ciencia - ing.cienc.; Vol 11, No 22 (2015); 95-119
instname_str Universidad EAFIT
institution Universidad EAFIT
reponame_str Repositorio Institucional Universidad EAFIT
collection Repositorio Institucional Universidad EAFIT
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