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2013
DOI: 10.1007/978-3-642-37192-9_28
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A Procedural Balanced Map Generator with Self-adaptive Complexity for the Real-Time Strategy Game Planet Wars

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Cited by 14 publications
(9 citation statements)
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“…Dalam game genre RTS juga membutuhkan memperhitungkan beberapa jenis unit berdasarkan real-time. RTS sendiri memungkinkan menambah unit occlusion pada suatu game pada waktu itu juga namun, terbatas pada batasan nilai unit tersebut [11].…”
Section: A Procedural Content Generator (Pcg)unclassified
“…Dalam game genre RTS juga membutuhkan memperhitungkan beberapa jenis unit berdasarkan real-time. RTS sendiri memungkinkan menambah unit occlusion pada suatu game pada waktu itu juga namun, terbatas pada batasan nilai unit tersebut [11].…”
Section: A Procedural Content Generator (Pcg)unclassified
“…When it comes to gameplay balance, it is imperative that the game is actually played in order to derive such balance metrics: while there are instances where human players are involved in this evaluation [4], the most common approach is to use simulations with arti cial agents to create synthetic play traces. e playtraces can be processed in many ways, for instance measuring the changes in who is leading [2], an even ratio in terms of players' assets [18] etc. For the shooter genre in particular, a popular metric is the entropy of the kills distribution in a deathmatch game [17]; this metric has been used to evolve levels [3] as well as weapons [10,11,17] towards balanced arti cial agents' match-ups.…”
Section: Game Balancingmentioning
confidence: 99%
“…More precisely, we aimed to generate maps for the RTS game Planet Wars, focusing on the properties that a priori make it entertaining and appealing to play, ensuring that the games are balanced (i.e., the forces of one of the players are not overwhelmingly larger than those of the other playersee [19]) and dynamic (i.e., action packed, there are battles and changes in the balance of power of the players -see [21]) For this purpose we are going to use evolutionary algorithms (EAs). An EA is a nature-inspired optimization and search method that deals with a set of entities (termed population), which represents a set of possible solutions.…”
Section: A Playability-oriented Pcgmentioning
confidence: 99%