Towards procedural map and character generation for the MOBA Game Genre

dc.citation.epage119
dc.citation.issue22
dc.citation.journalAbbreviatedTitleing.cienc.eng
dc.citation.journalTitleIngeniería y Cienciaspa
dc.citation.spage95
dc.citation.volume11
dc.contributor.affiliationUniversidad Central de Venezuelaspa
dc.contributor.affiliationUniversidad Central de Venezuelaspa
dc.contributor.authorCannizzo, Alejandrospa
dc.contributor.authorRamírez, Esmittspa
dc.date2015-08-03
dc.date.accessioned2015-12-09T14:50:47Z
dc.date.available2015-12-09T14:50:47Z
dc.date.issued2015-08-03
dc.descriptionIn 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.formatapplication/pdf
dc.formattext/html
dc.identifier.doi10.17230/ingciencia.11.22.5
dc.identifier.issn2256-4314
dc.identifier.issn1794–9165
dc.identifier.urihttp://publicaciones.eafit.edu.co/index.php/ingciencia/article/view/2641
dc.identifier.urihttp://hdl.handle.net/10784/7884
dc.language.isospaspa
dc.publisherUniversidad EAFITspa
dc.relation.ispartofIngeniería y Ciencia - ing.cienc.; Vol 11, No 22 (2015); 95-119eng
dc.relation.isversionofhttp://publicaciones.eafit.edu.co/index.php/ingciencia/article/view/2641
dc.rightsCopyright (c) 2015 Ingeniería y Ciencia - ing.cienc.spa
dc.rightshttp://creativecommons.org/licenses/by/4.0spa
dc.rights.accessrightsinfo:eu-repo/semantics/openAccesseng
dc.rights.localAcceso abiertospa
dc.sourceinstname:Universidad EAFIT
dc.sourcereponame:Repositorio Institucional Universidad EAFIT
dc.sourceIngeniería y Ciencia - ing.cienc.; Vol 11, No 22 (2015); 95-119eng
dc.subjectprocedural content generationeng
dc.subjectmultiplayer on-line battle areneng
dc.subjectvideo gameeng
dc.subjectbalanced gameeng
dc.subject.keywordAlgorithms
dc.subject.keywordVideo games
dc.subject.keywordReal-time data processing
dc.subject.keywordGame theory
dc.subject.keywordContent analysis (communication) data processing
dc.subject.keywordContent analysis (communication) data processing
dc.subject.lembALGORITMOS
dc.subject.lembVIDEOJUEGOS
dc.subject.lembPROCESAMIENTO DE DATOS EN TIEMPO REAL
dc.subject.lembTEORÍA DE LOS JUEGOS
dc.subject.lembANÁLISIS DE CONTENIDO (COMUNICACIÓN) - PROCESAMIENTO DE DATOS
dc.subject.lembPROCESAMIENTO DE LA INFORMACIÓN
dc.titleTowards procedural map and character generation for the MOBA Game Genre
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion
dc.typearticle
dc.type.localArtículospa

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