Carlos Henrique R. Souza, Saulo S. de Oliveira, Luciana O. Berretta, Sergio T. Carvalho
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引用次数: 0
Abstract
Dynamic Difficulty Adjustment (DDA) has emerged as a notable solution to address the demand for adaptive gameplay in digital games. However, the DDA domain presents various research challenges that require careful consideration. In response, this study introduces an approach that merges insights from self-adaptive systems with the specific requirements of adaptive gameplay. Our contribution involves extending the DDA-MAPEKit framework, which was previously presented. Constructed on the modular MAPE-K loop foundation, this solution facilitates the assimilation of multiple DDA strategies. The primary objective is to provide tailored treatment for distinct game mechanics (or groups of mechanics) by constructing individual MAPE-K loops for each of them. Notable enhancements include the development of a descriptive player model involving continuous player profile assessment, performance calculation, and modifications to the rules’ system to better align with the player’s conditions. A proof of concept is executed by applying DDA-MAPEKit in a Space Shooter game to assess the viability of the proposed model. Simulations are conducted both with and without the DDA mechanisms. Encouraging results are obtained through a comparative analysis of the gathered data. Evidence points out that incorporating the DDA mechanism, implemented with DDA-MAPEKit, may effectively lead to adapting variables depicting the complexity of game mechanics following the player’s performance. This fact underscores the potential effectiveness of our approach in addressing the challenges within the realm of DDA.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.