Title
Formal Procedural Content Generation In Games Driven By Social Analyses
Abstract
Millions of people play online computer games every day. Massive Multiplay Online (MMO) Games suffer a great problem: Developing new content for games (especially for Role Play Games-RPG) is an highly expensive and time consuming task. On the other hand, Players usually complain of static and repetitive contents of games and a rapid decrease of their interest in the games is evident after main patches deployment. In this scenario, a way to create new dynamic game contents is appealing, in particular if it depends on players needs and expectations. In this paper we describe a framework and a methodology for Procedural Content Generation (PCG) of game contents. The methodology exploit formal Multi-Agent based models and planning techniques.
Year
DOI
Venue
2017
10.1109/WAINA.2017.3
2017 31ST IEEE INTERNATIONAL CONFERENCE ON ADVANCED INFORMATION NETWORKING AND APPLICATIONS WORKSHOPS (IEEE WAINA 2017)
Keywords
Field
DocType
Multi-Agent, Procedural Content Generation, Artificial Intelligence, Social Analysis
Content generation,Software deployment,Online computer,Game mechanics,Turns, rounds and time-keeping systems in games,Computer science,Multi-agent system,Exploit,Sequential game,Multimedia
Conference
Citations 
PageRank 
References 
0
0.34
14
Authors
2
Name
Order
Citations
PageRank
Flora Amato145866.48
Francesco Moscato229832.28