Skip to main content

Player Modeling for Intelligent Difficulty Adjustment

  • Conference paper
Book cover Discovery Science (DS 2009)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 5808))

Included in the following conference series:

Abstract

In this paper we aim at automatically adjusting the difficulty of computer games by clustering players into different types and supervised prediction of the type from short traces of gameplay. An important ingredient of video games is to challenge players by providing them with tasks of appropriate and increasing difficulty. How this difficulty should be chosen and increase over time strongly depends on the ability, experience, perception and learning curve of each individual player. It is a subjective parameter that is very difficult to set. Wrong choices can easily lead to players stopping to play the game as they get bored (if underburdened) or frustrated (if overburdened). An ideal game should be able to adjust its difficulty dynamically governed by the player’s performance. Modern video games utilise a game-testing process to investigate among other factors the perceived difficulty for a multitude of players. In this paper, we investigate how machine learning techniques can be used for automatic difficulty adjustment. Our experiments confirm the potential of machine learning in this application.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Biederman, I., Vessel, E.: Perceptual pleasure and the brain. American Scientist 94(3) (2006)

    Google Scholar 

  2. Charles, D., Black, M.: Dynamic player modeling: A framework for player-centered digital games. In: Proc. of the International Conference on Computer Games: Artificial Intelligence, Design and Education, pp. 29–35 (2004)

    Google Scholar 

  3. Cook, D.: The chemistry of game design. Gamasutra 07 (2007)

    Google Scholar 

  4. Cortes, C., Vapnik, V.: Support vector networks. Machine Learning 20, 273–297 (1995)

    MATH  Google Scholar 

  5. Danzi, G., Santana, A.H.P., Furtado, A.W.B., Gouveia, A.R., Leitão, A., Ramalho, G.L.: Online adaptation of computer games agents: A reinforcement learning approach. In: II Workshop de Jogos e Entretenimento Digital, pp. 105–112 (2003)

    Google Scholar 

  6. Demšar, J.: Statistical comparisons of classifiers over multiple data sets. Journal of Machine Learning Research 7(1) (2006)

    Google Scholar 

  7. Hartigan, J., Wong, M.: A k-means clustering algorithm. JR Stat. Soc., Ser. C 28, 100–108 (1979)

    MATH  Google Scholar 

  8. Herbrich, R., Minka, T., Graepel, T.: Trueskilltm: A bayesian skill rating system. In: NIPS, pp. 569–576 (2006)

    Google Scholar 

  9. Hunicke, R., Chapman, V.: AI for dynamic difficulty adjustment in games. In: Proceedings of the Challenges in Game AI Workshop, Nineteenth National Conference on Artificial Intelligence (2004)

    Google Scholar 

  10. Rifkin, R.M.: Everything Old is new again: A fresh Look at Historical Approaches to Machine Learning. PhD thesis, MIT (2002)

    Google Scholar 

  11. Togelius, J., Nardi, R., Lucas, S.: Making racing fun through player modeling and track evolution. In: SAB 2006 Workshop on Adaptive Approaches for Optimizing Player Satisfaction in Computer and Physical Games, pp. 61–70 (2006)

    Google Scholar 

  12. Yannakakis, G.N., Maragoudakis, M.: Player modeling impact on player’s entertainment in computer games. In: Ardissono, L., Brna, P., Mitrović, A. (eds.) UM 2005. LNCS, vol. 3538, p. 74. Springer, Heidelberg (2005)

    Chapter  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2009 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Missura, O., Gärtner, T. (2009). Player Modeling for Intelligent Difficulty Adjustment. In: Gama, J., Costa, V.S., Jorge, A.M., Brazdil, P.B. (eds) Discovery Science. DS 2009. Lecture Notes in Computer Science(), vol 5808. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-04747-3_17

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-04747-3_17

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-04746-6

  • Online ISBN: 978-3-642-04747-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics