Dynamic Difficulty Adjustment for Maximized Engagement in Digital Games
@article{Xue2017DynamicDA, title={Dynamic Difficulty Adjustment for Maximized Engagement in Digital Games}, author={Su Xue and Meng Wu and John F. Kolen and Navid Aghdaie and Kazi A. Zaman}, journal={Proceedings of the 26th International Conference on World Wide Web Companion}, year={2017} }
Dynamic difficulty adjustment (DDA) is a technique for adaptively changing a game to make it easier or harder. A common paradigm to achieve DDA is through heuristic prediction and intervention, adjusting game difficulty once undesirable player states (e.g., boredom or frustration) are observed. Without quantitative objectives, it is impossible to optimize the strength of intervention and achieve the best effectiveness. In this paper, we propose a DDA framework with a global optimization…
41 Citations
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This paper presents Fast Bayesian Content Adaption (FBCA), a system for DDA that is agnostic to the domain and that can target particular difficulties that significantly outperforms simpler DDA heuristics with the added benefit of maintaining a model of the user.
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A method that automatically optimizes the user experience while taking into consideration other players and the macro constraints imposed by the game is proposed, based on a deep neural network architecture that involves a count loss constraint that has zero gradients in most of its support.
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The approach can reliably find levels with a specific target difficulty for a variety of planning agents in only a few trials, while maintaining an understanding of their skill landscape.
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- Education2019 IEEE CHILEAN Conference on Electrical, Electronics Engineering, Information and Communication Technologies (CHILECON)
- 2019
This paper will present Dynamic Difficulty Adjustment (DDA), a recently arising research topic, which aims to develop an automated difficulty selection mechanism that keeps the player engaged and properly challenged, neither bored nor overwhelmed.
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This study shows thatAlphaDDA can balance its skill with that of the other AI agents, except for a random player, and believes that the AlphaDDA approach can be used for any game in which the DNN can estimate the value from the state.
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