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.

Formal Procedural Content Generation in games driven by social analyses

Moscato, Francesco
2017

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.
2017
9781509062300
File in questo prodotto:
Non ci sono file associati a questo prodotto.

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11591/383036
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus 2
  • ???jsp.display-item.citation.isi??? 1
social impact