Mirna Paula Silva, Victor do Nascimento Silva, L. Chaimowicz
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引用次数: 28
Abstract
Dynamic Difficulty Adjustment (DDA) consists in an alternative to the static game balancing performed in game design. DDA is done during execution, tracking the player's performance and adjusting the game to present proper challenges to the player. This approach seems appropriate to increase the player entertainment, since it provides balanced challenges, avoiding boredom or frustration during the gameplay. This paper presents a mechanism to perform the dynamic difficulty adjustment during a game match. The idea is to dynamically change the game AI, adapting it to the player skills. We implemented three different AIs to match player behaviors: beginner, regular and experienced in the game Defense of the Ancient (DotA), a modification (MOD) of the game Warcraft III. We performed a series of experiments and, after comparing all results, the presented mechanism was able to keep up with the player's abilities on 85% of all experiments. The remaining 15% failed to suit the player's need because the adjustment did not occur on the right moment.
动态难度调整(DDA)是在游戏设计中执行的静态游戏平衡的替代方案。DDA是在执行过程中完成的,追踪玩家的表现并调整游戏以呈现给玩家适当的挑战。这种方法似乎适合增加玩家的娱乐性,因为它提供了平衡的挑战,避免了游戏过程中的无聊或挫败感。本文提出了一种在游戏比赛过程中进行动态难度调整的机制。其理念是动态改变游戏AI,使其适应玩家技能。我们执行了三种不同的ai来匹配玩家行为:《Defense of the ancients》(游戏邦注:《魔兽争霸III》的修改版)中的新手、普通玩家和资深玩家。我们执行了一系列实验,在比较了所有结果后,我们发现所呈现的机制能够在85%的实验中跟上玩家的能力。剩下的15%无法满足玩家的需求,因为调整没有在正确的时刻发生。