Dynamic Difficulty Adjustment via Procedural Level Generation Guided by a Markov Decision Process for Platformers and Roguelikes

Colan F. Biemer
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Abstract

Procedural level generation can create unseen levels and improve the replayability of games, but there are requirements for a generated level. First, a level must be completable. Second, a level must look and feel like a level that would exist in the game, meaning a random combination of tiles that happens to be completable is not enough. On top of these two requirements, though, is the player experience. If a level is too hard, the player will be frustrated. If too easy, they will be bored. Neither outcome is desirable. A procedural level generation system has to account for the player's skill and generate levels at the correct difficulty. I address this issue by showing how a Markov Decision Process can be used as a director to assemble levels tailored to a player's skill level, but I've only demonstrated that my approach works with surrogate agents. For my thesis, I plan to build on my past work by creating a full roguelike and platformer and running two player studies to validate my approach.
基于Markov决策过程的平台游戏和roguelike游戏程序关卡生成的动态难度调整
程序关卡生成可以创造出看不见的关卡并提高游戏的重玩性,但生成关卡也有一定的要求。首先,关卡必须是可完成的。其次,关卡的外观和感觉必须像游戏中存在的关卡,这意味着随机组合的砖块碰巧可以完成是不够的。在这两个要求之上的是玩家体验。如果关卡太难,玩家就会感到沮丧。如果太简单,他们会感到无聊。这两种结果都是不可取的。程序关卡生成系统必须考虑到玩家的技能,并以正确的难度生成关卡。我通过展示马尔可夫决策过程如何作为导演来根据玩家的技能水平组装关卡来解决这个问题,但我只展示了我的方法适用于代理。在我的论文中,我计划以我过去的工作为基础,创造一个完整的roguelike和平台游戏,并运行两个玩家研究来验证我的方法。
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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