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
2017-01-01

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
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11386/4782479
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