Approaches based on Procedural Content Generation (PCG) are more and more diffused among video game developers. They offer many advantages, among which two of the most notables are the opportunity to lighten the burden of level designers and the possibility to produce personalized experiences for the players. In the present work we focus especially on the second aspect, while the first one is addressed as a side effect. In particular, we present DRAGON (Diversity Regulated Adaptive Generator Online), an algorithm for procedurally generating “monster” archetypes for multiplayer games basing also on the players’ preferences. The generation process exploits the genetic algorithm paradigm, opportunely adapted, and modified in order to guarantee enough flexibility to the game or level designers. Ideally, the archetypes produced by DRAGON can be employed for any game genre and setting. DRAGON has been implemented as a plugin for one of the state-of-the-art game engines and tested with game developers. Moreover, a simulation has been conducted for the end-users.

DRAGON: diversity regulated adaptive generator online / L.A. Ripamonti, F. Distefano, M. Trubian, D. Maggiorini, D. Gadia. - In: MULTIMEDIA TOOLS AND APPLICATIONS. - ISSN 1380-7501. - 80(2021 Nov), pp. 34933-34969. [10.1007/s11042-021-10620-w]

DRAGON: diversity regulated adaptive generator online

L.A. Ripamonti
Primo
;
M. Trubian;D. Maggiorini
Penultimo
;
D. Gadia
Ultimo
2021

Abstract

Approaches based on Procedural Content Generation (PCG) are more and more diffused among video game developers. They offer many advantages, among which two of the most notables are the opportunity to lighten the burden of level designers and the possibility to produce personalized experiences for the players. In the present work we focus especially on the second aspect, while the first one is addressed as a side effect. In particular, we present DRAGON (Diversity Regulated Adaptive Generator Online), an algorithm for procedurally generating “monster” archetypes for multiplayer games basing also on the players’ preferences. The generation process exploits the genetic algorithm paradigm, opportunely adapted, and modified in order to guarantee enough flexibility to the game or level designers. Ideally, the archetypes produced by DRAGON can be employed for any game genre and setting. DRAGON has been implemented as a plugin for one of the state-of-the-art game engines and tested with game developers. Moreover, a simulation has been conducted for the end-users.
Genetic algorithms (GAs); Procedural content generation (PCG); Personalized user-experience; Video games design
Settore INF/01 - Informatica
nov-2021
23-mar-2021
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/827658
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