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The challenge of Automatic Level Generation for platform videogames based on St...

Mourato, Fausto; Birra, Fernando; Santos, Manuel Próspero dos

In this article we bring the concepts of narrativism and ludology to automatic level generation for platform videogames. The initial motivation is to understand how this genre has been used as a storytelling medium. Based on a narrative theory of games, the differences among several titles have been identified. In addition, we propose a set of abstraction layers to describe the content of a quest-based story in...

Data: 2013   |   Origem: Repositório Comum

Enhancing level difficulty and additional content in platform videogames throug...

Mourato, Fausto; Birra, Fernando; Santos, Manuel Próspero dos

In this article we present a system that enhances content in platform game levels. This is achieved by adding particular gaming entities and adjusting their arrangement, causing consequent changes in the inherent difficulty and in path related aspects. This idea follows our prior work for the automatic creation of level environments. Starting with a primal level structure and a corresponding graph that sketches...

Data: 2012   |   Origem: Repositório Comum

Automatic level generation for platform videogames using genetic algorithms

Mourato, Fausto; Santos, Manuel Próspero dos; Birra, Fernando

In this document we present an investigation on automatically generating levels for platform videogames. Common approaches for this problem are rhythm based, where input patterns are transformed in a valid geometry, and chunk based, where samples are humanly created and automatically assembled like a puzzle. The proposal hereby presented is to explore this challenge with the usage of Genetic Algorithms, facing ...

Data: 2011   |   Origem: Repositório Comum

Measuring Difficulty in Platform Videogames

Mourato, Fausto; Santos, Manuel Próspero dos

Automatic generation of game levels improves replayability and also allows content adaptation. One important aspect to take into account in the creation of any videogame is difficulty, in particular when it is possible to adapt content. However, defining difficulty is not a straight subject. In this paper we propose a metric for game difficulty in platform levels, mostly based on users’ losing probability for e...

Data: 2010   |   Origem: Repositório Comum

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