2014 Iranian Conference on Intelligent Systems (ICIS) 2014
DOI: 10.1109/iraniancis.2014.6802557
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Dynamic difficulty adjustment in games by using an interactive self-organizing architecture

Abstract: If difficulty level of a game does not match player's skills, the game could be frustrating or disappointing. In this paper we propose a self-organizing system (SOS) to adjust difficulty level of games. For this purpose, we use Artificial Neural Network and Interactive Evolutionary Algorithms to evolve Non-Player Characters (NPCs), and focus on player's hidden responses to determine fitness of the system. Results show that the proposed interactive SOS can adapt itself with different level of skills.

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Cited by 10 publications
(7 citation statements)
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“…Evaluation of player performance can be done by comparing the player's current stats with the ideal or reference ones versus a delta time [10] (equation 1).…”
Section: Discussionmentioning
confidence: 99%
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“…Evaluation of player performance can be done by comparing the player's current stats with the ideal or reference ones versus a delta time [10] (equation 1).…”
Section: Discussionmentioning
confidence: 99%
“…An example of this are the variables used in the previously mentioned Pac-Man research [10]. The number of hits on maze walls, number of keys pressed or number of direction changes must be actualized just when the corresponding action happens.…”
Section: B Data Collectionmentioning
confidence: 99%
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“…NEAT has since been iterated on, and has even proven to be viable to be used in realtime video games to achieve various goals such as automated content generation using cgNEAT [6], and dynamic difficulty adjustment using rtNEAT [1], in a Real-Time Strategy Game. ANNs have also been used in video games to perform a variety of tasks such as DDA, demonstrated by Li et al [7] and Ebrahimi and Akbarzadeh-T [8]. Genetic techniques have also been used in wave design for games [9].…”
Section: Related Workmentioning
confidence: 99%
“…In another study [39], a self-organizing system (SOS) was developed, which is a group of entities that presents global system traits through local interactions while not having centralized control. This method proposes a new technique that tries to adjust the difficulty level by creating an SOS of Non-Player Characters (NPCs) that are not in the player's control.…”
Section: Self-organizing System and Artificial Neural Networkmentioning
confidence: 99%