Abstract | ||
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For video games, matching the game difficulty to the skill level of the player is important for the entertainment, enjoyment and growth of the player. For computer "board games", varying the difficulty has traditionally been left up to the player by providing a fixed number of static difficulty settings. Static skill levels can be problematic for the player: if too many levels are provided, then it can take the user many games to identify the optimal level; if too few levels are provided, then the user can get stuck in between a level that is too easy and a level that is too difficult. In this paper, we examine an approach for dynamically varying the difficulty of the computer opponent during gameplay to better match the skill level of the human player. We provide results for the game of backgammon from tens of thousands of simulated games and show that our dynamic approach better matches the skill level of the opponent than a static approach as measured by a number of metrics. |
Year | DOI | Venue |
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2011 | 10.1145/2016039.2016115 | ACM Southeast Regional Conference 2005 |
Keywords | Field | DocType |
dynamic approach,human player,board game,computer opponent,game difficulty,static skill level,skill level,static difficulty setting,optimal level,static approach,dynamic game difficulty balancing,dynamic game | Strategy,Video game design,Game mechanics,Computer science,Theoretical computer science,Repeated game,Simulations and games in economics education,Human–computer interaction,Sequential game,Screening game,Multimedia,Extensive-form game | Conference |
Citations | PageRank | References |
2 | 0.43 | 8 |
Authors | ||
2 |
Name | Order | Citations | PageRank |
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Guillermo Gomez-Hicks | 1 | 2 | 0.43 |
David Kauchak | 2 | 363 | 25.92 |