Dynamic Game Difficulty Balancing in Real Time Using Evolutionary Fuzzy Cognitive Maps

Lizeth Joseline Fuentes Perez, Luciano Arnaldo Romero Calla, Luís Valente, A. Montenegro, E. Clua
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引用次数: 13

Abstract

Players may cease from playing a chosen game sooner than expected for many reasons. One of the most important is related to the way game designers and developers calibrate game challenge levels. In practice, players have different skill levels and may find usual predetermined difficult levels as too easy or too hard, becoming frustrated or bored. The result may be decreased motivation to keep on playing the game, which means reduced engagement. An approach to mitigate this issue is dynamic game difficulty balancing (DGB), which is a process that adjusts gameplay parameters in real-time according to the current player skill level. In this paper we propose a real-time solution to DGB using Evolutionary Fuzzy Cognitive Maps, for dynamically balancing a game difficulty, helping to provide a well balanced level of challenge to the player. Evolutionary Fuzzy Cognitive Maps are based on concepts that represent context game variables and are related by fuzzy and probabilistic causal relationships that can be updated in real time. We discuss several simulation experiments that use our solution in a runner type game to create more engaging and dynamic game experiences.
基于进化模糊认知地图的动态游戏难度平衡
玩家可能会因为各种原因提前退出所选择的游戏。其中最重要的一点与游戏设计师和开发者调整游戏挑战关卡的方式有关。实际上,玩家有不同的技能水平,他们可能会觉得通常预先设定好的难度太容易或太难,从而感到沮丧或无聊。结果可能是玩家继续玩游戏的动机降低,这意味着用户粘性降低。缓解这个问题的一种方法是动态游戏难度平衡(DGB),这是一个根据当前玩家技能水平实时调整玩法参数的过程。在本文中,我们提出了一种使用进化模糊认知地图的DGB实时解决方案,用于动态平衡游戏难度,帮助为玩家提供平衡的挑战水平。进化模糊认知地图基于表示情境游戏变量的概念,并与可以实时更新的模糊和概率因果关系相关。我们讨论了在奔跑类游戏中使用我们的解决方案来创造更具吸引力和动态的游戏体验的几个模拟实验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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