2015-12-092015-08-032256-43141794–9165http://publicaciones.eafit.edu.co/index.php/ingciencia/article/view/2641http://hdl.handle.net/10784/7884In 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 gameapplication/pdftext/htmlspaCopyright (c) 2015 Ingeniería y Ciencia - ing.cienc.http://creativecommons.org/licenses/by/4.0procedural content generationmultiplayer on-line battle arenvideo gamebalanced gameTowards procedural map and character generation for the MOBA Game Genreinfo:eu-repo/semantics/articleinfo:eu-repo/semantics/openAccessALGORITMOSVIDEOJUEGOSPROCESAMIENTO DE DATOS EN TIEMPO REALTEORÍA DE LOS JUEGOSANÁLISIS DE CONTENIDO (COMUNICACIÓN) - PROCESAMIENTO DE DATOSPROCESAMIENTO DE LA INFORMACIÓNAlgorithmsVideo gamesReal-time data processingGame theoryContent analysis (communication) data processingContent analysis (communication) data processingAcceso abierto2015-12-09Cannizzo, AlejandroRamírez, Esmitt10.17230/ingciencia.11.22.5