Towards procedural map and character generation for the MOBA Game Genre



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Universidad EAFIT



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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procedural content generation, multiplayer on-line battle aren, video game, balanced game