A framework of Dynamic Difficulty Adjustment in competitive multiplayer video games

Alexander Baldwin, Daniel M. Johnson, Peta Wyeth, P. Sweetser
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引用次数: 31

Abstract

The balance between player competence and the challenge presented by a task has been acknowledged as a major factor in providing optimal experience in video games. While Dynamic Difficulty Adjustment (DDA) presents methods for adjusting difficulty in real-time during singleplayer games, little research has explored its application in competitive multiplayer games where challenge is dictated by the competence of human opponents. By conducting a formal review of 180 existing competitive multiplayer games, it was found that a large number of modern games are utilizing DDA techniques to balance challenge between human opponents. From this data, we propose a preliminary framework for classifying Multiplayer Dynamic Difficulty Adjustment (mDDA) instances.
竞争性多人电子游戏中的动态难度调整框架
玩家能力和任务所呈现的挑战之间的平衡被认为是提供最佳电子游戏体验的主要因素。虽然动态难度调整(DDA)提供了在单人游戏中实时调整难度的方法,但很少有研究探索其在竞争性多人游戏中的应用,因为挑战是由人类对手的能力决定的。通过对180款现有的竞争性多人游戏进行正式审查,我们发现大量现代游戏都在利用DDA技术来平衡人类对手之间的挑战。根据这些数据,我们提出了一个分类多人动态难度调整(mDDA)实例的初步框架。
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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