R. Hunicke, and V. Chapman. Challenges in Game Artificial Intelligence --- Papers from the 2004
AAAI Workshop, WS-04-04, page 91--96. Menlo Park, CA, American Association for Artificial Intelligence, (2004)
Abstract
Video Games are boring when they are too easy and frustrating when
they are too hard. While most singleplayer games allow players to
adjust basic difficulty (easy, medium, hard, insane), their overall
level of challenge is often static in the face of individual player
input. This lack of flexibility can lead to mismatches between player
ability and overall game difficulty.
In this paper, we explore the computational and design requirements
for a dynamic difficulty adjustment system. We present a probabilistic
method (drawn predominantly from Inventory Theory) for representing
and reasoning about uncertainty in games. We describe the implementation
of these techniques, and discuss how the resulting system can be
applied to create flexible interactive experiences that adjust on
the fly.
%0 Conference Paper
%1 Hunicke:2004:dda
%A Hunicke, Robin
%A Chapman, Vernell
%B Challenges in Game Artificial Intelligence --- Papers from the 2004
AAAI Workshop
%C Menlo Park, CA
%D 2004
%E Fu, Dan
%E Henke, Stottler
%E Orkin, Jeff
%I American Association for Artificial Intelligence
%K imported thesis
%N WS-04-04
%P 91--96
%T AI for Dynamic Difficult Adjustment in Games
%U http://www.aaai.org/Library/Workshops/2004/ws04-04-019.php
%X Video Games are boring when they are too easy and frustrating when
they are too hard. While most singleplayer games allow players to
adjust basic difficulty (easy, medium, hard, insane), their overall
level of challenge is often static in the face of individual player
input. This lack of flexibility can lead to mismatches between player
ability and overall game difficulty.
In this paper, we explore the computational and design requirements
for a dynamic difficulty adjustment system. We present a probabilistic
method (drawn predominantly from Inventory Theory) for representing
and reasoning about uncertainty in games. We describe the implementation
of these techniques, and discuss how the resulting system can be
applied to create flexible interactive experiences that adjust on
the fly.
%@ 978-1-57735-205-1
@inproceedings{Hunicke:2004:dda,
abstract = {Video Games are boring when they are too easy and frustrating when
they are too hard. While most singleplayer games allow players to
adjust basic difficulty (easy, medium, hard, insane), their overall
level of challenge is often static in the face of individual player
input. This lack of flexibility can lead to mismatches between player
ability and overall game difficulty.
In this paper, we explore the computational and design requirements
for a dynamic difficulty adjustment system. We present a probabilistic
method (drawn predominantly from Inventory Theory) for representing
and reasoning about uncertainty in games. We describe the implementation
of these techniques, and discuss how the resulting system can be
applied to create flexible interactive experiences that adjust on
the fly.},
added-at = {2017-03-16T11:50:55.000+0100},
address = {Menlo Park, CA},
author = {Hunicke, Robin and Chapman, Vernell},
biburl = {https://www.bibsonomy.org/bibtex/2a1a7e5d9009b6265af1bcea55f66d1ac/krevelen},
booktitle = {Challenges in Game Artificial Intelligence --- Papers from the 2004
AAAI Workshop},
crossref = {cgai:2004},
editor = {Fu, Dan and Henke, Stottler and Orkin, Jeff},
institution = {American Association for Artificial Intelligence},
interhash = {502c42dbaeee10da1c73eb7e41668133},
intrahash = {a1a7e5d9009b6265af1bcea55f66d1ac},
isbn = {978-1-57735-205-1},
keywords = {imported thesis},
number = {WS-04-04},
owner = {Rick},
pages = {91--96},
publisher = {American Association for Artificial Intelligence},
timestamp = {2017-03-16T11:54:14.000+0100},
title = {{AI} for Dynamic Difficult Adjustment in Games},
url = {http://www.aaai.org/Library/Workshops/2004/ws04-04-019.php},
year = 2004
}