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Self-adapting dynamically generated maps for turn-based strategic multiplayer browser games

Published: 29 October 2009 Publication History

Abstract

In this paper we describe a method to create strategically and visually rich game map environments for turn-based strategy multiplayer browser games. Our method creates dynamic maps which expand according to the players' subscriptions pattern and adapt to the players' choices. This method mitigates current level designer limitations and contributes to the solution of balancing problems in turn-based massively multiplayer browser games.

References

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Analyst: Online Games Now $11B of $44B Worldwide Game Market, 2009. Retrieved June 20, 2009, from Gamasutra: The Art & Business of Making Games: http://www.gamasutra.com/php-bin/news_index.php?story=23954
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Lecky-Thompson, G. W. 2001 Infinite Game Universe: Mathematical Techniques. Charles River Media, Inc.
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List of multiplayer browser games, 2009. Retrieved June 20, 2009, from Wikipedia: The Free Encyclopedia: http://en.wikipedia.org/wiki/List_of_multiplayer_browser_games
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Massively Multiplayer Online Game, 2009. Retrieved June 20, 2009, from Wikipedia: The Free Encyclopedia: http://en.wikipedia.org/wiki/MMOG
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Prachyabrued, M., Roden, T. E., and Benton, R. G. 2007. Procedural generation of stylized 2D maps. In Proceedings of the international Conference on Advances in Computer Entertainment Technology (Salzburg, Austria, June 13--15, 2007). ACE '07, vol. 203. ACM, New York, NY, 147--150. DOI= http://doi.acm.org/10.1145/1255047.1255077
[6]
Olsen, J. 2004. Realtime Procedural Terrain Generation: Realtime Synthesis of Eroded Fractal Terrain for Use in Computer Games. Retrieved June 18, 2009 from Oddlabs: http://oddlabs.com/download/terrain_generation.pdf
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RogueBasin, 2009. Retrieved June 20, 2009, from RogueBasin: http://roguebasin.roguelikedevelopment.org/
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Doull, A. 2008. The Death of the Level Designer: Procedural Content Generation in Games. Retrieved August 30, 2009, from Ascii Dreams: A roguelike developer's diary: http://roguelikedeveloper.blogspot.com/2008/01/death-of-level-designer-procedural.html

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  • (2024)Dungeon Wipe: Exploring Dynamic Difficulty Adjustment with Power-Up MechanicsEntertainment Computing – ICEC 202410.1007/978-3-031-74353-5_27(323-330)Online publication date: 27-Sep-2024
  • (2020)Map Generation and Balance in the Terra Mystica Board Game Using Particle Swarm and Local SearchAdvances in Swarm Intelligence10.1007/978-3-030-53956-6_15(163-175)Online publication date: 14-Jul-2020

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  1. Self-adapting dynamically generated maps for turn-based strategic multiplayer browser games

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    cover image ACM Other conferences
    ACE '09: Proceedings of the International Conference on Advances in Computer Entertainment Technology
    October 2009
    456 pages
    ISBN:9781605588643
    DOI:10.1145/1690388
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 29 October 2009

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    Author Tags

    1. dynamic maps
    2. expanding maps
    3. multiplayer game balance
    4. self-adapting maps
    5. strategy browser game

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    • (2024)Dungeon Wipe: Exploring Dynamic Difficulty Adjustment with Power-Up MechanicsEntertainment Computing – ICEC 202410.1007/978-3-031-74353-5_27(323-330)Online publication date: 27-Sep-2024
    • (2020)Map Generation and Balance in the Terra Mystica Board Game Using Particle Swarm and Local SearchAdvances in Swarm Intelligence10.1007/978-3-030-53956-6_15(163-175)Online publication date: 14-Jul-2020

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