See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/328307880 Strategic Features and Terrain Generation for Balanced Heroes of Might and Magic III Maps Conference Paper · August 2018 DOI: 10.1109/CIG.2018.8490430 CITATIONS READS 2 142 6 authors, including: Jakub Kowalski University of Wroclaw 25 PUBLICATIONS 95 CITATIONS SEE PROFILE Some of the authors of this publication are also working on these related projects: Evolutionary algorithm for DFA synchronization View project "The length of a minimal synchronizing word and the \v{C}erny conjecture' View project All content following this page was uploaded by Jakub Kowalski on 07 November 2018. The user has requested enhancement of the downloaded file. Strategic Features and Terrain Generation for Balanced Heroes of Might and Magic III Maps Jakub Kowalski, Radosław Miernik, Piotr Pytlik, Maciej Pawlikowski, Krzysztof Piecuch, Jakub S˛ekowski Institute of Computer Science, University of Wrocław Wrocław, Poland
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[email protected] Abstract—This paper presents an initial approach to a generic algorithms, simulation-based evaluations, or neural networks algorithm for constructing balanced multiplayer maps for strat- [5]. However, their implementations usually have a purely egy games. It focuses on the placement of so-called strategic scientific character, as they are applied mostly to test-bed features – map objects that have a crucial impact on gameplay, usually providing benefits for the players who control them. games and tools [6], [7], [8], [9], [10], [11], [12], [13], The algorithm begins with constructing a logical layout of the indie games [14], or reimplementations of older titles [15], map from the perspective of a single player.