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.
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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, Alejandro360d7f1e-fcc2-4ed8-a058-76044240a626-1Ramírez, Esmitt2f5b692d-3e38-487e-a130-9f4a8c3331d7-1Universidad 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:10784/78842024-12-04 11:49:33.883open.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 |
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Universidad EAFIT |
institution |
Universidad EAFIT |
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Repositorio Institucional Universidad EAFIT |
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