Towards procedural map and character generation for the MOBA Game Genre
dc.citation.epage | 119 | |
dc.citation.issue | 22 | |
dc.citation.journalAbbreviatedTitle | ing.cienc. | eng |
dc.citation.journalTitle | Ingeniería y Ciencia | spa |
dc.citation.spage | 95 | |
dc.citation.volume | 11 | |
dc.contributor.affiliation | Universidad Central de Venezuela | spa |
dc.contributor.affiliation | Universidad Central de Venezuela | spa |
dc.contributor.author | Cannizzo, Alejandro | spa |
dc.contributor.author | Ramírez, Esmitt | spa |
dc.date | 2015-08-03 | |
dc.date.accessioned | 2015-12-09T14:50:47Z | |
dc.date.available | 2015-12-09T14:50:47Z | |
dc.date.issued | 2015-08-03 | |
dc.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 | |
dc.description | ||
dc.format | application/pdf | |
dc.format | text/html | |
dc.identifier.doi | 10.17230/ingciencia.11.22.5 | |
dc.identifier.issn | 2256-4314 | |
dc.identifier.issn | 1794–9165 | |
dc.identifier.uri | http://publicaciones.eafit.edu.co/index.php/ingciencia/article/view/2641 | |
dc.identifier.uri | http://hdl.handle.net/10784/7884 | |
dc.language.iso | spa | spa |
dc.publisher | Universidad EAFIT | spa |
dc.relation.ispartof | Ingeniería y Ciencia - ing.cienc.; Vol 11, No 22 (2015); 95-119 | eng |
dc.relation.isversionof | http://publicaciones.eafit.edu.co/index.php/ingciencia/article/view/2641 | |
dc.rights | Copyright (c) 2015 Ingeniería y Ciencia - ing.cienc. | spa |
dc.rights | http://creativecommons.org/licenses/by/4.0 | spa |
dc.rights.accessrights | info:eu-repo/semantics/openAccess | eng |
dc.rights.local | Acceso abierto | spa |
dc.source | instname:Universidad EAFIT | |
dc.source | reponame:Repositorio Institucional Universidad EAFIT | |
dc.source | Ingeniería y Ciencia - ing.cienc.; Vol 11, No 22 (2015); 95-119 | eng |
dc.subject | procedural content generation | eng |
dc.subject | multiplayer on-line battle aren | eng |
dc.subject | video game | eng |
dc.subject | balanced game | eng |
dc.subject.keyword | Algorithms | |
dc.subject.keyword | Video games | |
dc.subject.keyword | Real-time data processing | |
dc.subject.keyword | Game theory | |
dc.subject.keyword | Content analysis (communication) data processing | |
dc.subject.keyword | Content analysis (communication) data processing | |
dc.subject.lemb | ALGORITMOS | |
dc.subject.lemb | VIDEOJUEGOS | |
dc.subject.lemb | PROCESAMIENTO DE DATOS EN TIEMPO REAL | |
dc.subject.lemb | TEORÍA DE LOS JUEGOS | |
dc.subject.lemb | ANÁLISIS DE CONTENIDO (COMUNICACIÓN) - PROCESAMIENTO DE DATOS | |
dc.subject.lemb | PROCESAMIENTO DE LA INFORMACIÓN | |
dc.title | Towards procedural map and character generation for the MOBA Game Genre | |
dc.type | info:eu-repo/semantics/article | |
dc.type | info:eu-repo/semantics/publishedVersion | |
dc.type | article | |
dc.type.local | Artículo | spa |