DOI: 10.11606/d.55.2022.tde-19072022-164759
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Orchestrating and Adapting of Dungeon Levels, Locked-door Missions, and Enemies

Abstract: Procedural Content Generation (PCG) techniques can be used to automatically generate game content or increase the designers' creativity and productivity. Besides, PCG can work as a game feature by providing diverse and targeted content for players. In this context, we tackle the problem of adaptive content orchestration, specifically by exploring how coordinate the generation of levels, missions, and enemies for an Action-Adventure game and different types of players. Thus, the present master's thesis proposes… Show more

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Cited by 1 publication
(1 citation statement)
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“…The EA for an enemy generation was evaluated using the early version of our multiple content generator systems, which handled content offline: contents generated before the game had been uploaded and played by the users. Pereira et al's work (PEREIRA;VIANA;TOLEDO, 2021) presents the same results for enemies. It is worth mentioning that (VIANA, 2022) and (VIANA; PEREIRA; TOLEDO, 2022) also report results applying MAP-Elite as an approach for both the dungeon and the enemy generators.…”
Section: Resultssupporting
confidence: 53%
“…The EA for an enemy generation was evaluated using the early version of our multiple content generator systems, which handled content offline: contents generated before the game had been uploaded and played by the users. Pereira et al's work (PEREIRA;VIANA;TOLEDO, 2021) presents the same results for enemies. It is worth mentioning that (VIANA, 2022) and (VIANA; PEREIRA; TOLEDO, 2022) also report results applying MAP-Elite as an approach for both the dungeon and the enemy generators.…”
Section: Resultssupporting
confidence: 53%