%0 Journal Article %T Towards Procedural Map and Character Generation for the MOBA Game Genre %A Alejandro Cannizzo %A Esmitt Ram¨ªrez %J - %D 2015 %R https://doi.org/10.17230/ingciencia.11.22.5 %X In this paper, we present an approach to create assets using procedural algorithms in maps generation and dynamic adaptation of characters for a MOBA video game, preserving the balancing feature to players. Maps are created based on offering equal chances of winning or losing for both teams. Also, a character adaptation system is developed which allows changing the attributes of players in real-time according to their behaviour, always maintaining the game balanced. Our tests show the effectiveness of the proposed algorithms to establish the adequate values in a MOBA video game %K procedural content generation %K multiplayer on-line battle aren %K video game %K balanced game %U http://publicaciones.eafit.edu.co/index.php/ingciencia/article/view/2641