2024
DOI: 10.1007/s11042-024-18768-x
|View full text |Cite
|
Sign up to set email alerts
|

Dynamic difficulty adjustment approaches in video games: a systematic literature review

Fatemeh Mortazavi,
Hadi Moradi,
Abdol-Hossein Vahabie
Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2

Citation Types

0
2
0

Year Published

2024
2024
2024
2024

Publication Types

Select...
4
1

Relationship

0
5

Authors

Journals

citations
Cited by 6 publications
(2 citation statements)
references
References 106 publications
0
2
0
Order By: Relevance
“…Roohi et al, 2021). Embedded in shipped games and run "online," difficulty-adjustment systems, AI directors, adaptive AI opponents, and matchmaking systems all detect or predict the player's current skill and then select opponents, opponent actions, or features that present an assumed competence-optimal challenge level (Graepel & Herbrich, 2006;Mortazavi, Moradi, & Vahabie, 2024;Paraschos & Koulouriotis, 2023), e.g., finding an equally matched opponent team for an online multiplayer match. Experience-driven procedural content generation systems (Yannakakis & Togelius, 2011) similarly generate whole game levels that are predicted to present optimal challenges to a player.…”
Section: Applications In Computational Design Tools and Interfacesmentioning
confidence: 99%
See 1 more Smart Citation
“…Roohi et al, 2021). Embedded in shipped games and run "online," difficulty-adjustment systems, AI directors, adaptive AI opponents, and matchmaking systems all detect or predict the player's current skill and then select opponents, opponent actions, or features that present an assumed competence-optimal challenge level (Graepel & Herbrich, 2006;Mortazavi, Moradi, & Vahabie, 2024;Paraschos & Koulouriotis, 2023), e.g., finding an equally matched opponent team for an online multiplayer match. Experience-driven procedural content generation systems (Yannakakis & Togelius, 2011) similarly generate whole game levels that are predicted to present optimal challenges to a player.…”
Section: Applications In Computational Design Tools and Interfacesmentioning
confidence: 99%
“…The less specified prior theory, the less constrained the possibility space of computational implementations, the harder it might become to find effective, robust, or globally (near-)optimal solutions. This current lack is evident in the wide variety of documented automated playtesting and difficulty-adjustment systems that in the main claim to implement theory on, e.g., competence satisfaction or flow, but involve algorithms that variously track and optimise for task performance, skill growth, or something else entirely (Albaghajati & Ahmed, 2020;Mortazavi et al, 2024;Paraschos & Koulouriotis, 2023). Here, the need for and value of specifying SDT to the level of computational formalisms found in CB-IMs is immediately apparent.…”
Section: Applications In Computational Design Tools and Interfacesmentioning
confidence: 99%