Fast Game Content Adaptation Through Bayesian-based Player Modelling
- URL: http://arxiv.org/abs/2105.08484v1
- Date: Tue, 18 May 2021 12:56:44 GMT
- Title: Fast Game Content Adaptation Through Bayesian-based Player Modelling
- Authors: Miguel Gonz\'alez-Duque, Rasmus Berg Palm and Sebastian Risi
- Abstract summary: This paper explores a novel method to realize this goal in the context of dynamic difficulty adjustment (DDA)
The aim is to constantly adapt the content of a game to the skill level of the player, keeping them engaged by avoiding states that are either too difficult or too easy.
Current systems for DDA rely on expensive data mining, or on hand-crafted rules designed for particular domains, and usually adapts to keep players in the flow.
- Score: 6.510061176722249
- License: http://creativecommons.org/licenses/by/4.0/
- Abstract: In games (as well as many user-facing systems), adapting content to user's
preferences and experience is an important challenge. This paper explores a
novel method to realize this goal in the context of dynamic difficulty
adjustment (DDA). Here the aim is to constantly adapt the content of a game to
the skill level of the player, keeping them engaged by avoiding states that are
either too difficult or too easy. Current systems for DDA rely on expensive
data mining, or on hand-crafted rules designed for particular domains, and
usually adapts to keep players in the flow, leaving no room for the designer to
present content that is purposefully easy or difficult. This paper presents a
Bayesian Optimization-based system for DDA that is agnostic to the domain and
that can target particular difficulties. We deploy this framework in two
different domains: the puzzle game Sudoku, and a simple Roguelike game. By
modifying the acquisition function's optimization, we are reliably able to
present a puzzle with a bespoke difficulty for players with different skill
levels in less than five iterations (for Sudoku) and fifteen iterations (for
the simple Roguelike), significantly outperforming simpler heuristics for
difficulty adjustment in said domains, with the added benefit of maintaining a
model of the user. These results point towards a promising alternative for
content adaption in a variety of different domains.
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