2015
DOI: 10.9781/ijimai.2015.325
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Procedural Content Generation for Real-Time Strategy Games

Abstract: -Videogames are one of the most important and profitable sectors in the industry of entertainment. Nowadays, the creation of a videogame is often a large-scale endeavor and bears many similarities with, e.g., movie production. On the central tasks in the development of a videogame is content generation, namely the definition of maps, terrains, non-player characters (NPCs) and other graphical, musical and AI-related components of the game. Such generation is costly due to its complexity, the great amount of wor… Show more

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Cited by 6 publications
(2 citation statements)
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References 29 publications
(21 reference statements)
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“…Some examples of this kind of works are developing new gameplay mechanics capable of trigger new emotions on the players, and devising algorithms that adapt the game to the perceived emotional status of the player. Regarding this category, there is an interesting symbiosis between affective games and procedural content generation research communities [12], as the former could use the techniques developed by the latter as a way to automatically create new content for the videogame that is suitable for the emotional state of the player.…”
Section: Scopementioning
confidence: 99%
“…Some examples of this kind of works are developing new gameplay mechanics capable of trigger new emotions on the players, and devising algorithms that adapt the game to the perceived emotional status of the player. Regarding this category, there is an interesting symbiosis between affective games and procedural content generation research communities [12], as the former could use the techniques developed by the latter as a way to automatically create new content for the videogame that is suitable for the emotional state of the player.…”
Section: Scopementioning
confidence: 99%
“…Previous research into PLG has explored its applicability to many different game genres. These include platform (Mourato, dos Santos, and Birra 2011), racing (Cardamone, Loiacono, and Lanzi 2011), role-playing (Valtchanov and Brown 2012), arcade (Cook and Colton 2011), stealth (Xu, Tremblay, and Verbrugge 2014), roguelike (Stammer et al 2015) and real-time strategy (Lara-Cabrera et al 2015). Several papers have also explored the use of PLG for physicsbased puzzle games, most notably for the Cut the Rope…”
Section: Introductionmentioning
confidence: 99%