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TIṬAL – Asynchronous multiplayer shooter with procedurally generated maps ☆☆☆

Paper ID Volume ID Publish Year Pages File Format Full-Text
381794 659758 2016 13 PDF Available
Title
TIṬAL – Asynchronous multiplayer shooter with procedurally generated maps ☆☆☆
Abstract

Would it be possible to bring the promise of unlimited re-playability typically reserved for Roguelike games to competitive multiplayer shooters? This paper tries to address this issue by proposing a novel method to dynamically generate maps at run-time almost as soon as players press the Play button, while ensuring the features what players would expect from the genre. The procedures are simple and practically feasible to be employed in actual computer games. In addition, the work experiments the possibility of incorporating asynchronous game-play element into a multiplayer shooter with human imitating bots where the players can let their bot/avatar replace them when they are not around. The algorithms are implemented and evaluated with a playable game. The evaluations prove that playable 3D dynamic maps can be generated in order of seconds using game context data to initialise the parameters of the algorithm. The paper also shows that asynchronous game-play element is a possible feature for consideration in next generation multiplayer shooters.

Keywords
Game; TIṬAL; Prodecural content generation; Game map generation; Bots; Artificial intelligence
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TIṬAL – Asynchronous multiplayer shooter with procedurally generated maps ☆☆☆
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Publisher
Database: Elsevier - ScienceDirect
Journal: Entertainment Computing - Volume 16, July 2016, Pages 81–93
Authors
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Subjects
Physical Sciences and Engineering Computer Science Artificial Intelligence
Get Full-Text Now
Don't Miss Today's Special Offer
Price was $35.95
You save - $31
Price after discount Only $4.95
100% Money Back Guarantee
Full-text PDF Download
Online Support
Any Questions? feel free to contact us