Towards Procedural Map and Character Generation for the MOBA Game Genre

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Alejandro Cannizzo Esmitt Ramírez

Abstract

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.

MSC:68U05

PACS:89.20.Ff

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How to Cite
CANNIZZO, Alejandro; RAMÍREZ, Esmitt. Towards Procedural Map and Character Generation for the MOBA Game Genre. Ingeniería y Ciencia | ing.cienc., [S.l.], v. 11, n. 22, p. 95-119, aug. 2015. ISSN 2256-4314. Available at: <http://publicaciones.eafit.edu.co/index.php/ingciencia/article/view/2641>. Date accessed: 25 sep. 2017. doi: https://doi.org/10.17230/ingciencia.11.22.5.
Keywords
procedural content generation; multiplayer on-line battle aren; video game; balanced game
Section
Articles

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