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Towards Procedural Map and Character Generation for the MOBA Game Genre

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Abstract:

In this paper, we present an approach to create assets using proceduralalgorithms in maps generation and dynamic adaptation of characters for a MOBA video game, preserving the balancing feature to players. Maps arecreated 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 videogame.

Tópico:

Artificial Intelligence in Games

Citaciones:

Citations: 8
8

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Información de la Fuente:

FuenteIngeniería y Ciencia
Cuartil año de publicaciónNo disponible
Volumen11
Issue22
Páginas95 - 119
pISSN1794-9165
ISSNNo disponible

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