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 IEEE.

Formal Procedural Content Generation in games driven by social analyses / Amato, Flora; Moscato, Francesco. - (2017), pp. 674-679. ( 31st IEEE International Conference on Advanced Information Networking and Applications Workshops, WAINA 2017 Tamkang UniversityTaipei; Taiwan 27 March 2017 through 29 March 2017) [10.1109/WAINA.2017.3].

Formal Procedural Content Generation in games driven by social analyses

Amato Flora
Writing – Original Draft Preparation
;
Moscato Francesco
Writing – Original Draft Preparation
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 IEEE.
2017
9781509062300
Formal Procedural Content Generation in games driven by social analyses / Amato, Flora; Moscato, Francesco. - (2017), pp. 674-679. ( 31st IEEE International Conference on Advanced Information Networking and Applications Workshops, WAINA 2017 Tamkang UniversityTaipei; Taiwan 27 March 2017 through 29 March 2017) [10.1109/WAINA.2017.3].
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11588/715144
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