Rodríguez Santiago, InmaculadaMora Bajén, Marı́a Elena2022-01-182022-01-182021-06-20https://hdl.handle.net/2445/182435Treballs Finals de Grau d'Enginyeria Informàtica, Facultat de Matemàtiques, Universitat de Barcelona, Any: 2021, Director: Inmaculada Rodríguez Santiago[en] Even though it is still at its early stages, Procedural Content Generation is a field that has increasingly gained importance in the world of video games. This is due to its novel aspect and the implications it may have for the future of the gaming industry, since it is capable of responding to new scalability challenges and the players’ own demand. For this project a dungeon-like game named Infinity Dungeons has been created. In Infinity Dungeons the map, by mean of Binary Space Partitioning, as well as its content have been procedurally generated. The game consists of a large number of rooms connected by corridors where the player starts at one end of the dungeon and has to open the chest placed at the opposite end. The goal is to find the gem which is found within the aforementioned chest and, therefore, win the game. Afterwards, a second version of the game has been created, in which an adaptation, based on Bartle’s taxonomy, has been defined in order to offer each player a personalized experience according to their way of playing. Finally, a comparison between both versions has been carried out using actual user experiences.93 p.application/pdfspamemòria: cc-nc-nd (c) Marı́a Elena Mora Bajén, 2021codi: GPL (c) Marı́a Elena Mora Bajén, 2021http://www.gnu.org/licenses/gpl-3.0.ca.htmlhttp://creativecommons.org/licenses/by-nc-nd/3.0/es/Disseny de videojocsAlgorismes computacionalsProgramariTreballs de fi de grauComputació evolutivaVideo games designComputer algorithmsComputer softwareEvolutionary computationBachelor's thesesInfinity Dungeons: generación procedimental y adaptación de un juego tipo dungeoninfo:eu-repo/semantics/bachelorThesisinfo:eu-repo/semantics/openAccess