{"id":66447,"date":"2022-01-04T14:53:31","date_gmt":"2022-01-04T14:53:31","guid":{"rendered":"http:\/\/www.kriativ-tech.com\/?p=66447"},"modified":"2022-01-04T14:53:31","modified_gmt":"2022-01-04T14:53:31","slug":"procedural-generation-diversification-algorithms-for-level-generation-in-an-rpg-video-game-2","status":"publish","type":"post","link":"https:\/\/www.kriativ-tech.com\/?p=66447","title":{"rendered":"Procedural generation: diversification algorithms for level generation in an RPG video game"},"content":{"rendered":"<p>[vc_row][vc_column width=&#8221;1\/2&#8243;][vc_custom_heading heading_semantic=&#8221;p&#8221; text_font=&#8221;font-213936&#8243; text_size=&#8221;h5&#8243; text_height=&#8221;fontheight-843833&#8243;]Kriativ-tech Volume 1, Issue 9, April 2018, Pages: xxx Received: Dec. 28, 2019; Accepted: Feb. 25, 2020. Published: Oct. 11, 2021.[\/vc_custom_heading][vc_custom_heading heading_semantic=&#8221;h3&#8243; text_size=&#8221;h3&#8243;]Authors[\/vc_custom_heading][vc_custom_heading heading_semantic=&#8221;p&#8221; text_size=&#8221;h5&#8243; uncode_shortcode_id=&#8221;303718&#8243;]Ricardo Baptista, Assistant Professor at ISTEC-Porto\/ CITECA<br \/>\nRenato Santos, Computer Degree at ISTEC-Porto [\/vc_custom_heading][\/vc_column][vc_column width=&#8221;1\/2&#8243;][vc_custom_heading]Media[\/vc_custom_heading][vc_button button_color=&#8221;accent&#8221; border_animation=&#8221;btn-ripple-out&#8221; border_width=&#8221;0&#8243; link=&#8221;url:http%3A%2F%2Fwww.kriativ-tech.com%2Fwp-content%2Fuploads%2F2022%2F01%2FRICARDO_BAPTISTA.pdf|target:_blank&#8221; button_color_type=&#8221;uncode-palette&#8221; uncode_shortcode_id=&#8221;569629&#8243;]PDF[\/vc_button][vc_custom_heading heading_semantic=&#8221;h4&#8243; text_size=&#8221;h4&#8243;]To cite this article[\/vc_custom_heading][vc_custom_heading heading_semantic=&#8221;p&#8221; text_size=&#8221;h6&#8243; uncode_shortcode_id=&#8221;126432&#8243;]Ricardo Baptista, Renato Santos, Procedural generation: diversification algorithms for level generation in an RPG video game<\/p>\n<p>DOI: 10.31112\/kriativ-tech-2021-10-66[\/vc_custom_heading][\/vc_column][\/vc_row][vc_row row_height_percent=&#8221;0&#8243; overlay_alpha=&#8221;50&#8243; gutter_size=&#8221;1&#8243; column_width_percent=&#8221;100&#8243; shift_y=&#8221;0&#8243; z_index=&#8221;0&#8243;][vc_column column_width_percent=&#8221;100&#8243; gutter_size=&#8221;0&#8243; override_padding=&#8221;yes&#8221; column_padding=&#8221;1&#8243; overlay_alpha=&#8221;50&#8243; shift_x=&#8221;0&#8243; shift_y=&#8221;0&#8243; shift_y_down=&#8221;0&#8243; z_index=&#8221;0&#8243; medium_width=&#8221;0&#8243; mobile_width=&#8221;0&#8243; width=&#8221;1\/1&#8243;][vc_custom_heading heading_semantic=&#8221;h3&#8243; text_size=&#8221;h3&#8243;]Abstract[\/vc_custom_heading][vc_custom_heading heading_semantic=&#8221;p&#8221; text_font=&#8221;font-213936&#8243; text_size=&#8221;h5&#8243; text_height=&#8221;fontheight-843833&#8243; uncode_shortcode_id=&#8221;408383&#8243;]It is necessary to provide some gameplay diversity to nurture a growing desire to play again when it comes to simple video games. To this end, we can focus on one of the most prominent components, the videogame environment itself.<br \/>\nProcedural generation algorithms assist both the developer in the development process and the player by providing new experiences each time he plays. However, studying and choosing the correct algorithm for the desired video game style is essential for success since if the algorithm does not fit the intended purpose, the feeling when playing will not be the same.<br \/>\nThis article intends to approach some of the videogame genres and present a procedural level generation algorithms study, followed by the analysis of the algorithm implemented in a videogame developed as a personal project.<br \/>\n[\/vc_custom_heading][vc_empty_space empty_h=&#8221;2&#8243;][vc_custom_heading heading_semantic=&#8221;h3&#8243; text_size=&#8221;h3&#8243;]Keywords[\/vc_custom_heading][vc_custom_heading heading_semantic=&#8221;p&#8221; text_size=&#8221;h5&#8243; uncode_shortcode_id=&#8221;168580&#8243;]Procedural generation, videogames, RPG, development, algorithm[\/vc_custom_heading][\/vc_column][\/vc_row][vc_row][vc_column column_width_percent=&#8221;100&#8243; gutter_size=&#8221;0&#8243; overlay_alpha=&#8221;50&#8243; shift_x=&#8221;0&#8243; shift_y=&#8221;0&#8243; shift_y_down=&#8221;0&#8243; z_index=&#8221;0&#8243; medium_width=&#8221;0&#8243; mobile_width=&#8221;0&#8243; width=&#8221;1\/1&#8243;][vc_custom_heading heading_semantic=&#8221;h3&#8243; text_size=&#8221;h3&#8243;]References[\/vc_custom_heading][vc_custom_heading heading_semantic=&#8221;p&#8221; text_font=&#8221;font-213936&#8243; text_size=&#8221;h5&#8243; text_height=&#8221;fontheight-843833&#8243; uncode_shortcode_id=&#8221;967321&#8243;]Adamatzky, A. 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