Breno M. F. Viana

ORCID: 0000-0003-3441-508X
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About
Contact & Profiles
Research Areas
  • Artificial Intelligence in Games
  • Digital Games and Media
  • Video Analysis and Summarization
  • Educational Games and Gamification
  • Comics and Graphic Narratives
  • Evolutionary Game Theory and Cooperation
  • Evolutionary Algorithms and Applications
  • Business and Management Studies
  • Education and Public Policy
  • Academic Research in Diverse Fields

Universidade de São Paulo
2021-2022

Brazilian Society of Computational and Applied Mathematics
2021-2022

Universidade Federal do Rio Grande do Norte
2019

Procedural content generation (PCG) is a method of creation entirely or partially done by computers. PCG popularly employed in game development to produce content, such as maps and levels. Representative examples games using are Rogue (1998), which introduced the rogue­like genre, No Man’s Sky (2016), generated whole worlds with fauna flora. may generate final contents, ready be added game, intermediate might polished human designers work an input level sketch interpreted translator. In this...

10.5753/jis.2021.999 article EN cc-by Journal on Interactive Systems 2021-08-13

Procedural content generation (PCG) is a method of creation fully or semi-performed by computers. PCG widely used in game development to generate content, from Rogue (1998) No Man's Sky (2016). generates final contents, which are ready be added game, intermediate might work as sketch polished human designers. In this paper we survey the current state procedural dungeon (PDG) research, subarea PCG. We analyzed works according features they generate, solution strategy employed and taxonomy...

10.1109/sbgames.2019.00015 article EN 2019-10-01

Action-Adventure games have several challenges to overcome, where the most common are enemies. The enemies' goal is hinder players' progression by taking life points, and way they this progress distinct for different kinds of In context, paper introduces an extended version evolutionary approach procedurally generating enemies that target enemy's difficulty as goal. Our advances enemy generation research incorporating a MAP-Elites population generate diverse without losing quality....

10.1109/cog51982.2022.9893621 article EN 2021 IEEE Conference on Games (CoG) 2022-08-21

This research presents a Parallel Evolutionary Algorithm (PEA) that generates enemies with diverse characteristics, such as the enemy's health, weapons, and movement. Our PEA aims to create matching their difficulty degrees goal given input parameter. We designed our algorithm in this way be future used an online adaptive generation system. experimented set of generated Action-Adventure game prototype testbed. The results show players evaluated approach positively, successfully creating...

10.1109/sbgames54170.2021.00024 article EN 2021-10-01

Procedural Content Generation methods are valuable tools to speed up the game development process. Moreover, PCG may also be present in games as features, such procedural dungeon generation Moonlighter (Digital Sun, 2018). This paper introduces an extended version of evolutionary generator by incorporating a MAP-Elites population. Our levels discretized with rooms that have locked-door missions and enemies within them. We encoded dungeons through tree structure ensure feasibility missions....

10.2139/ssrn.4180762 article EN SSRN Electronic Journal 2022-01-01

We propose a system able to orchestrate the procedural generation of three creative facets (levels, narrative, and rules), using quality-diversity algorithms promote diversity while converging desired solutions satisfy different player's profiles. aim facilitate project's reproducibility extension by presenting system's architecture high-level design decisions showcasing how we decoupled it enough change algorithms. Our starts with grammar-based quest generator that works as frame for two...

10.1109/tg.2022.3213781 article EN IEEE Transactions on Games 2022-10-12

O Exame Nacional para Ingresso na Pós-Graduação em Computação (POSCOMP) é uma avaliação organizada pela Sociedade Brasileira de (SBC) cujo objetivo avaliar o egresso Computação. Este trabalho apresenta análise comparativa das edições 2014 a 2019 do POSCOMP com Currículo Referência (CR) da SBC homologado 2016. A partir dessa comparação, foram observados: (i) ausência aproximadamente 60% dos conteúdos CR nos exames; (ii) apenas 14 apresentam incidências significativas e contínuas (iii) os...

10.5902/2448190467894 article PT Revista ComInG - Communications and Innovations Gazette 2021-11-17

Action-Adventure games have several challenges to overcome, where the most common are enemies. The enemies' goal is hinder players' progression by taking life points, and way they this progress distinct for different kinds of In context, paper introduces an extended version evolutionary approach procedurally generating enemies that target enemy's difficulty as goal. Our advances enemy generation research incorporating a MAP-Elites population generate diverse without losing quality....

10.48550/arxiv.2202.09615 preprint EN cc-by arXiv (Cornell University) 2022-01-01

Procedural Content Generation (PCG) methods are valuable tools to speed up the game development process. Moreover, PCG may also present in games as features, such procedural dungeon generation (PDG) Moonlighter (Digital Sun, 2018). This paper introduces an extended version of evolutionary generator by incorporating a MAP-Elites population. Our levels discretized with rooms that have locked-door missions and enemies within them. We encoded dungeons through tree structure ensure feasibility...

10.48550/arxiv.2202.09301 preprint EN cc-by arXiv (Cornell University) 2022-01-01
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