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Exploring Dynamic Difficulty Adjustment in Videogames
arXiv - CS - Artificial Intelligence Pub Date : 2020-07-06 , DOI: arxiv-2007.07220
Gabriel K. Sepulveda, Felipe Besoain, and Nicolas A. Barriga

Videogames are nowadays one of the biggest entertainment industries in the world. Being part of this industry means competing against lots of other companies and developers, thus, making fanbases of vital importance. They are a group of clients that constantly support your company because your video games are fun. Videogames are most entertaining when the difficulty level is a good match for the player's skill, increasing the player engagement. However, not all players are equally proficient, so some kind of difficulty selection is required. In this paper, we 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. We will present some recent research addressing this issue, as well as an overview of how to implement it. Satisfactorily solving the DDA problem directly affects the player's experience when playing the game, making it of high interest to any game developer, from independent ones, to 100 billion dollar businesses, because of the potential impacts in player retention and monetization.

中文翻译:

探索电子游戏中的动态难度调整

电子游戏是当今世界上最大的娱乐产业之一。成为这个行业的一部分意味着要与许多其他公司和开发商竞争,因此,粉丝群至关重要。他们是一群不断支持您的公司的客户,因为您的视频游戏很有趣。当难度级别与玩家的技能相匹配时,电子游戏最有趣,从而增加了玩家的参与度。但是,并非所有玩家都同样精通,因此需要进行某种难度选择。在本文中,我们将介绍动态难度调整 (DDA),这是一个最近出现的研究课题,旨在开发一种自动难度选择机制,让玩家保持参与和适当挑战,既不无聊也不不知所措。我们将介绍一些最近的研究来解决这个问题,以及如何实施它的概述。令人满意地解决 DDA 问题直接影响玩家玩游戏时的体验,由于对玩家留存和货币化的潜在影响,这使得任何游戏开发商,从独立公司到 1000 亿美元的企业都非常感兴趣。
更新日期:2020-07-15
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