Publicação
Algoritmo de Grafos Cíclico para Geração de Dungeons
| datacite.subject.fos | Departamento de Informática | pt_PT |
| dc.contributor.advisor | Moniz, Luís Manuel Ferreira Fernandes, 1968- | |
| dc.contributor.author | Amaral, Gonçalo Pessoa de Amorim Megre do | |
| dc.date.accessioned | 2023-12-27T13:37:04Z | |
| dc.date.available | 2023-12-27T13:37:04Z | |
| dc.date.issued | 2023 | |
| dc.date.submitted | 2023 | |
| dc.description | Tese de mestrado, Engenharia Informática, 2023, Universidade de Lisboa, Faculdade de Ciências | pt_PT |
| dc.description.abstract | This thesis is about the implementations of Procedural Content Generation (PCG) in games development. The video game industry continues to grow strong, with new products being launched every year that are ever more elaborate and sophisticated, both in terms of graphics and game mechanics, and above all, increasingly challenging products to either play or develop. PCG becomes particularly interesting in this context, as it is a method by which it is possible to create new content of various natures (generation of music, art, graphics, scenarios, items, missions, etc.) in an assisted or fully autonomous way. This methodology is extremely useful in the development of video games, facilitating and significantly improving their production process, by allowing the game developers to innovate the way content is generated, by creating new or different experiences for players; for facilitating the bypassing of possible hardware restrictions, finding different and innovative ways to overcome these challenges or for increasing the productivity of workers in companies and game studios without increasing (or very little) production costs. Another advantage of this technology is the increase of replayability in games, for example, generating new dungeons so that the player can get more out of his game, staying entertained for a longer period of time. In this dissertation, I explore the implementation of a cyclic graph algorithm for the generation of dungeons, and compare this algorithm to other known algorithms, such as the Walker, Branching Trees and one based on the game engine’s physics engine. For this, I will develop a roguelike game to experiment and analyze if the cyclic graph algorithm is viable for the creation of dungeons (and consequently levels in games) and I will compare this algorithm to the others mentioned above, regarding their advantages, disadvantages and differences regarding their implementations. | pt_PT |
| dc.identifier.tid | 203524373 | |
| dc.identifier.uri | http://hdl.handle.net/10451/61543 | |
| dc.language.iso | por | pt_PT |
| dc.subject | Ciclos | pt_PT |
| dc.subject | Geração, Roguelike | pt_PT |
| dc.subject | Masmorras | pt_PT |
| dc.subject | Teses de mestrado - 2023 | pt_PT |
| dc.title | Algoritmo de Grafos Cíclico para Geração de Dungeons | pt_PT |
| dc.type | master thesis | |
| dspace.entity.type | Publication | |
| rcaap.rights | openAccess | pt_PT |
| rcaap.type | masterThesis | pt_PT |
| thesis.degree.name | Tese de mestrado em Engenharia Informática | pt_PT |
