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- A novel procedural content generation algorithm for tower defense gamesPublication . Dias, Diogo Miguel P.L.; Sousa, João Paulo; Barroso, Bárbara; Barbedo, InêsThe purpose of this article is to present a procedural content gen- eration algorithm for tower defense games. The algorithm was developed for an isometric tower-defense game with roguelite ele- ments. This algorithm can generate content that improves replaya- bility by generating surprising new levels according to the expected gameplay in this game genre. Each time that the player starts a new game he is faced with new generated road maps, enemies, and spawn points. Finally, we made a playtest session to evaluate several aspects of the algorithm and of the game, such as the levels and enemies’ generation, gameplay, performance, and others.
- Review and analysis of research on video games and artificial intelligence: a look back and a step forwardPublication . Sousa, João Paulo; Gomes, João Pedro; Tavares, Rogério Júnior Correia; Mendonça, VítorThis article shows the intimate relationship between Artificial Intelligence (AI) and video games research in 13 categories of analysis based on a bibliometric survey carried out in the Scopus database. We first briefly reviewed the relation between video games and AI. Then, we introduced the methodology of literature collection, presented and discussed the query, as well the flow of data treatment in the applications and plugins used. Since the article is concerned with a historical point of view of the relationship between digital games and AI the results were many and, therefore, we focused on the top 10 of each ranking, and discussed these results separately. Finally, we discuss the limitations of our review, proposing future research directions for scholars.
- A rule based procedural content generation systemPublication . Oliveira, Gonçalo; Almeida, Lucas; Sousa, João Paulo; Barbedo, Inês; Barroso, BárbaraThis paper introduces new ways and experimental results of procedural content generation (PCG) for natural objects (such as terrain, biomes, river, and vegetation), with special attention to the game design and aesthetic visualization. Our solution allows us to define a set of rules to control the content generation in order to meet the requirements of game design and level design teams. In this paper we focused on the content generation for natural environments and used the PCG in 3rd person open-world adventure game implemented in Unity. A playtesting has been done and the results are analyzed.
- Gamers’ reaction to the use of NFT in AAA video gamesPublication . Tavares, Rogério Júnior Correia; Sousa, João Paulo; Maganinho, Bruno; Gomes, João PedroThe use of non-fungible tokens (NFTs) in AAA games is a very controversial topic, which leads to negative reactions from the gamer community. The objective of this article is to relate some of these cases that presented visibility in the press and to analyze the reactions this theme generates. To achieve this, we present some cases that had more relevance in the specialized press and, in the sequence, we present a discussion about the main problems pointed out, such as the state of the art of blockchains, energy efficiency, frauds, and currency evasions. Finally, we present some hypotheses to glimpse how NFTs, and their use in games, may happen in the near future.