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Lookup NU author(s): Dr Jan SmeddinckORCiD
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Finding and maintaining the right level of challenge with respect to the individual abilities of players has long been in the focus of game user research (GUR) and game development (GD). The right difficulty balance is usually considered a prerequisite for motivation and a good player experience. Dynamic difficulty adjustment (DDA) aims to tailor difficulty balance to individual players, but most deployments are limited to heuristically adjusting a small number of high-level difficulty parameters and require manual tuning over iterative development steps. Informing both GUR and GD, we compare an approach based on deep player behavior models which are trained automatically to match a given player and can encode complex behaviors to more traditional strategies for determining non-player character actions. Our findings indicate that deep learning has great potential in DDA.
Author(s): Pfau J, Smeddinck JD, Malaka R
Publication type: Conference Proceedings (inc. Abstract)
Publication status: Published
Conference Name: CHI Conference on Human Factors in Computing Systems
Year of Conference: 2019
Pages: 1–6
Online publication date: 01/05/2019
Acceptance date: 28/02/2019
Publisher: ACM
URL: https://doi.org/10.1145/3290607.3312899
DOI: 10.1145/3290607.3312899
Library holdings: Search Newcastle University Library for this item
Series Title: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
ISBN: 9781450359719