Towards Procedural Map and Character Generation for the MOBA Game Genre
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Resumen
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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Referencias
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[22] A. Zhou, B.-Y. Qu, H. Li, S.-Z. Zhao, P. Nagaratnam, and Q. Zhang, “Multiobjective evolutionary algorithms: A survey of the state of the art,” Swarm and Evolutionary Computation, vol. 1, no. 1, pp. 32 – 49, 2011.
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[2] C. Fencot, J. Clay, M. Lockyer, and P. Massey, Game Invaders: The Theory and Understanding of Computer Games, 1st ed. Wiley-IEEE Computer Society, 2012
[3] W. Muehl and J. Novak, Game Development Essentials: Game Simulation Development, 1st ed. Cengage Learning, 2007.
[4] J. Togelius, R. De Nardi, and S. Lucas, “Towards automatic personalised content creation for racing games,” in IEEE Symposium on Computational
Intelligence and Games, April 2007, pp. 252–259.
[5] E. Hasting, R. Guha, and K. Stanley, “Automatic content generation in the galactic arms race video game,” IEEE Transactions on Computational Intelligence and AI Games, vol. 1, pp. 245–263, December 2009.
[6] C. Browne, “Automatic generation and evaluation of recombination games,” Ph.D. dissertation, Queensland University of Technology, 2008.
[7] J. Togelius and J. Schmidhuber, “An experiment in automatic game design,” in Proceedings of the IEEE Symposium on Computational Intelligence and Games, 2008, pp. 252–259.
[8] N. Shaker, G. Yannakakis, and J. Togelius, “Towards automatic personalized content generation for platform games,” in Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010.
[9] K. Compton and M. Mateas, “Procedural level design for platform games,” in Proceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), June 2006, pp. 109–111.
[10] A. Baskar, G. Bradway, J. Kennington, A. Hathaway, and N. Cumming, “Dynamic music generation,” in Proceedings of the Conference on Machine Learning, 2013.
[11] A. Smith and M. Mateas, “Answer set programming for procedural content generation: A design space approach,” IEEE Transactions on Computational Intelligence and AI Games, vol. 3, no. 3, pp. 187–200, 2011.
[12] M. Toy, G. Wichman, and A. Ken. (1980) Rogue. [Online]. Available: http://goo.gl/tPIltW
[13] Blizzard Entertainment. (1997) Diablo. [Online]. Available: http://blizzard.com
[14] D. Yu. (2009) Spelunky. [Online]. Available: http://spelunkyworld.com/
[15] Mojang AB. (2011) Dota 2. [Online]. Available: https://minecraft.net/
[16] M. Jennings-Teats, G. Smith, and N. Wardrip-Fruin, “Polymorph: Dynamic difficulty adjustment through level generation,” in Proceedings of the 2010 Workshop on Procedural Content Generation in Games, ser. PCGames ’10. ACM, 2010, pp. 11:1–11:4.
[17] M. Nitsche, C. Ashmore, W. Hankinson, R. Fitzpatrick, J. Kelly, and K. Margenau, “Designing procedural game spaces: A case study,” in Proceedings of the FuturePlay, 2006.
[18] M. Hendrikx, S. Meijer, J. Van Der Velden, and A. Iosup, “Procedural content generation for games: A survey,” ACM Transactions on Multimedia Computing, Communications, and Applications, vol. 9, no. 1, pp. 1:1–1:22, Feb. 2013.
[19] Valve Corporation. (2010) Dota 2. [Online]. Available: http://dota2.com/
[20] G. Farin, J. Hoschek, and M.-S. Kim, Handbook of Computer Aided Geometric Design, 1st ed. North Holland, 2002.
[21] D. Ebert, F. Musgrave, D. Peachey, K. Perlin, and S. Worley, Texturing and Modeling: A Procedural Approach, 3rd ed. Morgan Kaufmann, 2002.
[22] A. Zhou, B.-Y. Qu, H. Li, S.-Z. Zhao, P. Nagaratnam, and Q. Zhang, “Multiobjective evolutionary algorithms: A survey of the state of the art,” Swarm and Evolutionary Computation, vol. 1, no. 1, pp. 32 – 49, 2011.
[23] A. Tychsen, “Role playing games: Comparative analysis across two media platforms,” in Proceedings of the 3rd Australasian Conference on Interactive Entertainment. Murdoch University, 2006, pp. 75–82.