Exploring Dynamic Difficulty Adjustment in Videogames
- URL: http://arxiv.org/abs/2007.07220v1
- Date: Mon, 6 Jul 2020 15:05:20 GMT
- Title: Exploring Dynamic Difficulty Adjustment in Videogames
- Authors: Gabriel K. Sepulveda, Felipe Besoain, and Nicolas A. Barriga
- Abstract summary: We will present Dynamic Difficulty Adjustment (DDA), a recently arising research topic.
DDA aims to develop an automated difficulty selection mechanism that keeps the player engaged and properly challenged.
We will present some recent research addressing this issue, as well as an overview of how to implement it.
- Score: 0.0
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: Videogames are nowadays one of the biggest entertainment industries in the
world. Being part of this industry means competing against lots of other
companies and developers, thus, making fanbases of vital importance. They are a
group of clients that constantly support your company because your video games
are fun. Videogames are most entertaining when the difficulty level is a good
match for the player's skill, increasing the player engagement. However, not
all players are equally proficient, so some kind of difficulty selection is
required. In this paper, we will present Dynamic Difficulty Adjustment (DDA), a
recently arising research topic, which aims to develop an automated difficulty
selection mechanism that keeps the player engaged and properly challenged,
neither bored nor overwhelmed. We will present some recent research addressing
this issue, as well as an overview of how to implement it. Satisfactorily
solving the DDA problem directly affects the player's experience when playing
the game, making it of high interest to any game developer, from independent
ones, to 100 billion dollar businesses, because of the potential impacts in
player retention and monetization.
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