Towards Procedural Map and Character Generation for the MOBA Game Genre

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Auteur principal: Alejandro Cannizzo
Format: Artículo científico
Langue:en
Publié: Universidad EAFIT 2015
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author Alejandro Cannizzo
author_facet Alejandro Cannizzo
contents Towards Procedural Map and Character Generation for the MOBA Game Genre Alejandro Cannizzo Esmitt Ramírez Ingeniería video game balanced game multiplayer on line battle aren Procedural content generation 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. 2015 artículo científico 1794-9165 https://www.redalyc.org/articulo.oa?id=83540427005 en http://www.redalyc.org/revista.oa?id=835 Ingeniería y Ciencia application/pdf Universidad EAFIT Ingeniería y Ciencia (Colombia) Num.22 Vol.11
format Artículo científico
id redalyc_83540427005
institution Redalyc
language en
publishDate 2015
publisher Universidad EAFIT
spellingShingle Towards Procedural Map and Character Generation for the MOBA Game Genre
Alejandro Cannizzo
Ingeniería
video game
balanced game
multiplayer on
line battle aren
Procedural content generation
Towards Procedural Map and Character Generation for the MOBA Game Genre Alejandro Cannizzo Esmitt Ramírez Ingeniería video game balanced game multiplayer on line battle aren Procedural content generation 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. 2015 artículo científico 1794-9165 https://www.redalyc.org/articulo.oa?id=83540427005 en http://www.redalyc.org/revista.oa?id=835 Ingeniería y Ciencia application/pdf Universidad EAFIT Ingeniería y Ciencia (Colombia) Num.22 Vol.11
title Towards Procedural Map and Character Generation for the MOBA Game Genre
topic Ingeniería
video game
balanced game
multiplayer on
line battle aren
Procedural content generation
url https://www.redalyc.org/articulo.oa?id=83540427005