{"title":"Dynamic Difficulty Adjustment via Procedural Level Generation Guided by a Markov Decision Process for Platformers and Roguelikes","authors":"Colan F. Biemer","doi":"10.1609/aiide.v19i1.27540","DOIUrl":null,"url":null,"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.","PeriodicalId":498041,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"98 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1609/aiide.v19i1.27540","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
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.