Main Article Content

Alejandro Cannizzo Esmitt Ramírez


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.




Download data is not yet available.

Article Details

procedural content generation; multiplayer on-line battle aren; video game; balanced game
How to Cite
CANNIZZO, Alejandro; RAMÍREZ, Esmitt. Towards Procedural Map and Character Generation for the MOBA Game Genre. Ingeniería y Ciencia, [S.l.], v. 11, n. 22, p. 95-119, aug. 2015. ISSN 2256-4314. Available at: <>. Date accessed: 21 oct. 2018. doi: