Abstract

Overlord é um Orquestrador de Conteúdos, isto é, um sistema que inicia e coordena dois ou mais geradores procedurais de conteúdo. Atualmente, Overlord gerencia geradores de Níveis (dungeons, salas e posicionamento de objetos), Regras (parâmetros de inimigos, como vida, velocidade, dano, tipo de arma e de movimento) e Narrativa (quests). O orquestrador também considera perfis de jogador, e adapta os conteúdos gerados de acordo com o perfil definido.

Publications

    Journal

  • Jul 04, 2025 • Leonardo T. Pereira, T. Yuji Teoi, Claudio F. M. Toledo

    Evaluating a Procedural Content Orchestrator Gameplay Data and Classifying User Profiles

    Keywords: procedural content generation, player profiling, content orchestration, gameplay metrics evaluation, machine learning

    AbstractBibTeX Full Paper
  • Oct 12, 2022 • Leonardo T. Pereira, Breno M. F. Viana, Claudio F. M. Toledo

    A System for Orchestrating Multiple Procedurally Generated Content for Different Player Profiles

    Keywords: software architecture, procedural content generation, Content orchestration, games, player classification

    AbstractBibTeX Full Paper
  • Oct 15, 2021 • Leonardo T. Pereira, Paulo V. S. Prado, Rafael M. Lopes, Claudio F. M. Toledo

    Procedural generation of dungeons’ maps and locked-door missions through an evolutionary algorithm validated with players

    Keywords: Evolutionary algorithm, Procedural content generation, Level generation, Mission generation, Adaptive game content

    AbstractBibTeX Full Paper
  • Conference

    2024

  • Oct 07, 2024 • Leonardo T. Pereira, T. Yuji Teoi, Claudio F. M. Toledo

    Towards Evaluating a Procedural Content Orchestrator Gameplay Data to Differentiate User Profiles

    Keywords: procedural content generation, player profiling, gameplay metrics evaluation

    AbstractBibTeX Full Paper
  • Sep 30, 2024 • T. Yuji Teoi, Leonardo T. Pereira, Claudio F. M. Toledo

    Towards Adapting a Content Orchestrator to a Different GameGenre: Generating Levels, Rules, and Narrative for Diverse Player Profiles from a Top-down Adventure to a 2D Platformer

    Keywords: procedural content generation, content orchestration, digital games, platformer

    AbstractBibTeX Full Paper
  • Feb 19, 2022 • Breno M. F. Viana, Leonardo T. Pereira, Claudio F. M. Toledo

    Illuminating the Space of Enemies Through MAP-Elites

    Keywords: enemy generation, procedural content generation, video game, evolutionary algorithm, map-elites

    AbstractBibTeX Preprint
  • Feb 18, 2022 • Breno M. F. Viana, Leonardo T. Pereira, Claudio F. M. Toledo

    Illuminating the Space of Dungeon Maps, Locked-door Missions and Enemy Placement Through MAP-Elites

    Keywords: evolutionary algorithm, map-elites, procedural content generation, level generation, mission generation, video game

    AbstractBibTeX Preprint
  • Oct 18, 2021 • Leonardo T. Pereira, Breno M. F. Viana, Claudio F. M. Toledo

    Procedural Enemy Generation through Parallel Evolutionary Algorithm

    Keywords: enemy generation, procedural content generation, video games, parallel evolutionary algorithm

    AbstractBibTeX Full Paper PDF
  • Thesis

    2022

  • Oct 12, 2022 • Leonardo T. Pereira, Breno M. F. Viana, Claudio F. M. Toledo

    Arquitetura e desenvolvimento de um sistema de geração procedural de múltiplos conteúdos para jogos eletrônicos em tempo real

    Keywords: Algoritmo evolutivo, Arquitetura de software, Design de sistemas, Geração de conteúdo em tempo real, Geração procedural de conteúdo

    AbstractBibTeX Full Paper

Team