Deep Player Behavior Models: Evaluating a Novel Take on Dynamic Difficulty Adjustment

Johannes Pfau, Jan David Smeddinck, R. Malaka
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引用次数: 12

Abstract

Finding and maintaining the right level of challenge with respect to the individual abilities of players has long been in the focus of game user research (GUR) and game development (GD). The right difficulty balance is usually considered a prerequisite for motivation and a good player experience. Dynamic difficulty adjustment (DDA) aims to tailor difficulty balance to individual players, but most deployments are limited to heuristically adjusting a small number of high-level difficulty parameters and require manual tuning over iterative development steps. Informing both GUR and GD, we compare an approach based on deep player behavior models which are trained automatically to match a given player and can encode complex behaviors to more traditional strategies for determining non-player character actions. Our findings indicate that deep learning has great potential in DDA.
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深度玩家行为模型:评估动态难度调整的新方法
寻找并维持适合玩家个人能力的挑战水平一直是游戏用户研究(GUR)和游戏开发(GD)关注的焦点。适当的难度平衡通常被认为是动机和良好玩家体验的先决条件。动态难度调整(DDA)旨在为单个玩家量身定制难度平衡,但大多数部署仅限于启发式地调整少量高级难度参数,并且需要在迭代开发步骤中手动调整。同时通知GUR和GD,我们比较了一种基于深度玩家行为模型的方法,该模型自动训练以匹配给定玩家,并可以将复杂行为编码为更传统的策略,以确定非玩家角色的行为。我们的研究结果表明,深度学习在DDA中具有巨大的潜力。
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