Manuel Próspero dos Santos

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In this document we present an investigation on automatically generating levels for platform videogames. Common approaches for this problem are rhythm based, where input patterns are transformed in a valid geometry, and chunk based, where samples are humanly created and automatically assembled like a puzzle. The proposal hereby presented is to explore this(More)
At the Faculty of Science and Technology of the New University of Lisbon, the education in Informatics Engineering has been supported by a B.Sc. course and a M.Sc. course. Both of them include Computer Graphics lectures, being the corresponding curricula adapted as much as possible to the other basic scientific matters. On the other hand, the tools and(More)
This paper presents an architecture to support the simulation and visualization of virtual ecosystems in a virtual reality system. The ecosystems are inhabited by artificial animals. Each animal in the ecosystem is an agent that interacts autonomously with the dynamic environment and the other animals. A small part of the ecosystem in the estuary of river(More)
This article presents an overview over our system for the creation of platform game levels. It consists of a framework with a generic and flexible approach that integrates most of the concepts that can be found in this type of games. In addition, some procedural techniques are employed allowing automatic level generation, dynamic difficulty adjustment,(More)
In this article we present a system that enhances content in platform game levels. This is achieved by adding particular gaming entities and adjusting their arrangement, causing consequent changes in the inherent difficulty and in path related aspects. This idea follows our prior work for the automatic creation of level environments. Starting with a primal(More)
The combination of graph representations with level geometry provide additional information that can enhance automatic level generation processes. In particular, perceiving the main paths that are represented in a certain geometry allows content adaptation to apply certain game design patterns, such as the existence of path detours or the inclusion of(More)
In this paper we extend the existing metrics for estimating difficulty, directed to action games (in particular, platform videogames) and taking into account different types of challenges. Specifically, we analyse how challenges are represented in time and space and observe the players' behaviour when facing such challenges. Accordingly, we propose a set of(More)
The 1st Ibero-American Symposium in Computer Graphics (SIACG 2002), held in Guimar* aes (Portugal) in July 2002, was a very special conference since it marked the first actual attempt to join the Computer Graphics communities in both the Iberian Peninsula and Latin America. It is expected that a series of similar events can follow this symposium in the next(More)