{"title":"Dynamic Difficulty Adjustment in Digital Games Using Genetic Algorithms","authors":"Matheus Weber, Pollyana Notargiacomo","doi":"10.1109/SBGames51465.2020.00019","DOIUrl":null,"url":null,"abstract":"The difficulty of a game is intrinsically connected with the experience of immersion in it and with its success. One of the main reasons for a player to drop a game is that the game is either too easy or too hard for him/her. In practice, players become either bored or frustrated if playing a game that is not balanced for them. An approach to prevent this kind of behavior is to dynamically adjust the difficulty of a game so that the game adapts to the player's experience by evaluating the difficulty of a game and changing its environment to become easier or harder for the player. In this paper, we propose a real-time solution using a Genetic Algorithm which helps to provide the exact amount of challenge that a player needs to not be bored or frustrated thus balancing the difficulty of a game. We review several other papers that approached this problem, which characteristics an algorithm has to have to approach the problem, and how to balance this in a generic way. The main idea of this paper is to create an approach that can be modified and coupled to any kind of game by using a Genetic Algorithm.","PeriodicalId":335816,"journal":{"name":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"178 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SBGames51465.2020.00019","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6
Abstract
The difficulty of a game is intrinsically connected with the experience of immersion in it and with its success. One of the main reasons for a player to drop a game is that the game is either too easy or too hard for him/her. In practice, players become either bored or frustrated if playing a game that is not balanced for them. An approach to prevent this kind of behavior is to dynamically adjust the difficulty of a game so that the game adapts to the player's experience by evaluating the difficulty of a game and changing its environment to become easier or harder for the player. In this paper, we propose a real-time solution using a Genetic Algorithm which helps to provide the exact amount of challenge that a player needs to not be bored or frustrated thus balancing the difficulty of a game. We review several other papers that approached this problem, which characteristics an algorithm has to have to approach the problem, and how to balance this in a generic way. The main idea of this paper is to create an approach that can be modified and coupled to any kind of game by using a Genetic Algorithm.