2022
DOI: 10.48550/arxiv.2212.03387
|View full text |Cite
Preprint
|
Sign up to set email alerts
|

Generating Real-Time Strategy Game Units Using Search-Based Procedural Content Generation and Monte Carlo Tree Search

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
5
0

Year Published

2024
2024
2024
2024

Publication Types

Select...
1

Relationship

0
1

Authors

Journals

citations
Cited by 1 publication
(5 citation statements)
references
References 0 publications
0
5
0
Order By: Relevance
“…Pokémon [24] Card Deck Building High-performance Automatic Team Assembly microRTS [25], [26] Skill, Stats High-performance Multicontent Balancing (Skill, Stats)…”
Section: Pcg Problem Multi-agent Problem Balancing Problemmentioning
confidence: 99%
See 4 more Smart Citations
“…Pokémon [24] Card Deck Building High-performance Automatic Team Assembly microRTS [25], [26] Skill, Stats High-performance Multicontent Balancing (Skill, Stats)…”
Section: Pcg Problem Multi-agent Problem Balancing Problemmentioning
confidence: 99%
“…The PCG criterion describes the content types that are employed for content generation. Several game variables with character properties (e.g., skill and stats) [9], [25], [26], map layout [8], [10], [19], [21], [23], card decks [20], [24], and game rules [7], [8] have been investigated. The game rules and character properties are related to the game mechanics and map layout, while the card deck is considered playable content.…”
Section: Related Workmentioning
confidence: 99%
See 3 more Smart Citations