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ARENA - Procedural Content Generation for multiplayer Games |
Procedural Content Generation (PCG) is the use of algorithmic means to create content dynamically during run-time. Instead of trekking the same grounds which gets stale with time, PCG promises a more novel experience every playthrough. PCG was utilised in games as early as 1978. A notable example is Rogue a which spawns a new genre known as Roguelikes. Core features include randomly generated levels, item locations and so on. PCG’s influence extends to racing games like Gran Turismo 5 , which procedurally generates its tracks. First Person Shooter (FPS) Borderlands series procedurally generates weapons.
In this work, we present simple and novel method to procedurally generate the game maps for multiplayer shooter games faster (in order of seconds) without compromising the expected features of a good multiplayer shooter environment.
Multiplayer shooters such as Battlefield , is one of the most popular genres to date. The reader should note the difference between a multiplayer and a standard shooter, which often follows an approximately linear path. The competitive nature of multiplayer shooters brings additional challenge of ensuring fairness through the positioning of strategic points. Moreover, players typically have more freedom to move around the map. It is for these reasons the designers often take a different approach to craft multiplayer maps.
[Methodology] VIDEO-DEMO (as shown in IFIP/ICEC 2014) :
Demo at Youtube http://www.youtube.com/watch?v=jJ_pldvPFlA&feature=youtu.be |
[Full game] VIDEO-DEMO (as shown in IFIP/ICEC 2014) :
Demo at Youtube http://www.youtube.com/watch?v=DLbzovUPdr4&feature=youtu.be |