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Procedural content improvement of game bosses with an evolutionary algorithm

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Procedural content improvement of game bosses with an evolutionary algorithm

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dc.contributor.author Blasco, Daniel es_ES
dc.contributor.author Font, Jaime es_ES
dc.contributor.author Pérez, Francisca es_ES
dc.contributor.author Cetina, Carlos es_ES
dc.date.accessioned 2024-01-19T19:03:08Z
dc.date.available 2024-01-19T19:03:08Z
dc.date.issued 2023-03 es_ES
dc.identifier.issn 1380-7501 es_ES
dc.identifier.uri http://hdl.handle.net/10251/202047
dc.description.abstract [EN] We present our Evolutionary Boss Improvement (EBI) approach, which receives partially complete bosses as input and generates fully equipped bosses that are complete. Additionally, the evolutionary algorithm and the new genetic operations included in EBI favor genetic improvement, which affects the initial partial content of the incomplete bosses originally provided. We evaluate our approach using Kromaia, a commercial video game released on PlayStation 4 and PC. EBI uses an evolutionary algorithm to evolve a population of bosses guided by duels between the bosses being generated and a simulated player. Our approach evaluates the quality, in terms of game experience, of both the bosses generated and those included in Kromaia using six metrics (Completion, Duration, Uncertainty, Killer Moves, Permanence, and Lead Change) from the literature. The results show that the quality of the bosses created by EBI is comparable to the quality of the original bosses that were manually created by the developers of Kromaia. However, the EBI approach reduces the time required to build the bosses from five months (of elapsed time as opposed to dedicated time) to just 100 minutes of unattended run. EBI enables developers to accelerate the creation of content, such as bosses, which is essential to ensure player engagement. es_ES
dc.description.sponsorship This work was supported in part by the Ministry of Economy and Competitiveness (MINECO) through the Spanish National R+D+i Plan and ERDF funds under the Project VARIATIVA under Grant PID2021-128695OB-I00, and in part by the Gobierno de Aragon (Spain) (Research Group S05 20D). es_ES
dc.language Inglés es_ES
dc.publisher Springer-Verlag es_ES
dc.relation.ispartof Multimedia Tools and Applications es_ES
dc.rights Reserva de todos los derechos es_ES
dc.subject Procedural content generation es_ES
dc.subject Procedural content improvement es_ES
dc.subject Evolutionary algorithms es_ES
dc.subject Commercial video games es_ES
dc.title Procedural content improvement of game bosses with an evolutionary algorithm es_ES
dc.type Artículo es_ES
dc.identifier.doi 10.1007/s11042-022-13674-6 es_ES
dc.relation.projectID info:eu-repo/grantAgreement/MINECO//PID2021-128695OB-I00//Iniciando Líneas de Producto Software mediante Búsquedas Interactivas dirigidas por Modelos/ es_ES
dc.relation.projectID info:eu-repo/grantAgreement/Gobierno de Aragón//S05 20D/ es_ES
dc.rights.accessRights Abierto es_ES
dc.description.bibliographicCitation Blasco, D.; Font, J.; Pérez, F.; Cetina, C. (2023). Procedural content improvement of game bosses with an evolutionary algorithm. Multimedia Tools and Applications. 82(7):10277-10309. https://doi.org/10.1007/s11042-022-13674-6 es_ES
dc.description.accrualMethod S es_ES
dc.relation.publisherversion https://doi.org/10.1007/s11042-022-13674-6 es_ES
dc.description.upvformatpinicio 10277 es_ES
dc.description.upvformatpfin 10309 es_ES
dc.type.version info:eu-repo/semantics/publishedVersion es_ES
dc.description.volume 82 es_ES
dc.description.issue 7 es_ES
dc.relation.pasarela S\470567 es_ES
dc.contributor.funder Gobierno de Aragón es_ES
dc.contributor.funder European Regional Development Fund es_ES
dc.contributor.funder Ministerio de Economía y Competitividad es_ES


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