Adjustment of Difficulty Level on Wobble Board-Based Game Using Monte Carlo Tree Search Algorithm

A. Purnama, Saiful Akbar, Dody Dharma
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Abstract

There are many training methods applied using video game as a medium to improve user motivation in training. Besides its game design, the setting of difficulty level also affects user motivation. If a game is too difficult, its player will be stressful. And if it's too easy, its player will be bored quickly. A game must balance player's skill and challenge provided in it. Dynamic Difficulty Adjustment (DDA) is a technique used to adjust difficulty level in a game with its player's skill, using Artificial Intelligence (AI) or Algorithm. Monte Carlo Tree Search can be applied by using AI DDA agent to convert option policy and playout evaluation heuristically. It is applied to balance the difficulty level with player's skill. A test has been carried out by testing AI DDA agent's accuracy and comparing the effects of every difficulty level strategy in a balance training game with wooble board-based. Its result shows that AI DDA agent is able to adjust difficulty level with 82% accuracy. However, the strategy comparison of difficulty level has no significant difference, but one of the parameters, i.e. Health Point, shows that the game can adjust difficulty level with player's skill.
基于蒙特卡罗树搜索算法的摇摆棋盘游戏难度调整
以电子游戏为媒介提高用户训练动机的训练方法有很多。除了游戏设计,难度等级的设置也会影响用户的动机。如果游戏难度太大,玩家就会感到压力。如果游戏太简单,玩家很快就会感到无聊。游戏必须平衡玩家的技能和挑战。动态难度调整(DDA)是一种利用人工智能(AI)或算法根据玩家的技能调整游戏难度等级的技术。蒙特卡罗树搜索可以利用人工智能DDA代理启发式地转换期权策略和评价。它是用来平衡难度等级和玩家技能的。通过测试人工智能DDA代理在平衡训练游戏中的准确性,并比较各难度策略对平衡训练游戏的影响,进行了测试。其结果表明,人工智能DDA代理能够以82%的准确率调整难度等级。而难度等级的策略比较没有显著差异,但其中一个参数,即生命值点,表明游戏可以根据玩家的技能调整难度等级。
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