The production of video games is a complex process, which involves several disciplines, spanning from art to computer science. The final goal is to keep entertained the players, by continuously providing them novel and challenging contents. However, the availability of a large variety of pre-produced material is often not possible. A similar problem can be found in many single-player game genres, where the simulated behaviour generated by the Artificial Intelligence algorithms must be coherent, believable, but also adequately variegate to maintain a satisfactory user experience. To this aim, there is a growing interest in the introduction of automatic or semi-automatic techniques to produce and manage the video game contents. In this paper, we present an example of strategic card battle video game based on the applications of Artificial Intelligence and Genetic Algorithms, where the game contents are dynamically adapted and produced during the game sessions.

Monsters of Darwin: a strategic game based on Artificial Intelligence and Genetic Algorithms / D. Norton, L.A. Ripamonti, M. Ornaghi, D. Gadia, D. Maggiorini (CEUR WORKSHOP PROCEEDINGS). - In: Games-Human Interaction / [a cura di] M. De Marsico, L.A. Ripamonti, D. Gadia, D. Maggiorini, I. Mariani. - [s.l] : CEUR-WS, 2017 Oct 13. (( convegno GHITALY tenutosi a Cagliari nel 2017.

Monsters of Darwin: a strategic game based on Artificial Intelligence and Genetic Algorithms

L.A. Ripamonti
Secondo
;
M. Ornaghi;D. Gadia
Penultimo
;
D. Maggiorini
Ultimo
2017

Abstract

The production of video games is a complex process, which involves several disciplines, spanning from art to computer science. The final goal is to keep entertained the players, by continuously providing them novel and challenging contents. However, the availability of a large variety of pre-produced material is often not possible. A similar problem can be found in many single-player game genres, where the simulated behaviour generated by the Artificial Intelligence algorithms must be coherent, believable, but also adequately variegate to maintain a satisfactory user experience. To this aim, there is a growing interest in the introduction of automatic or semi-automatic techniques to produce and manage the video game contents. In this paper, we present an example of strategic card battle video game based on the applications of Artificial Intelligence and Genetic Algorithms, where the game contents are dynamically adapted and produced during the game sessions.
Strategic Games; Video games; User experience; Artificial Intelligence for video games; Genetic Algorithms
Settore INF/01 - Informatica
13-ott-2017
http://ceur-ws.org/Vol-1956/GHItaly17_paper_05.pdf
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/526303
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