Extending a MAPE-K loop-based framework for Dynamic Difficulty Adjustment in single-player games

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-07-30 DOI:10.1016/j.entcom.2024.100842
Carlos Henrique R. Souza, Saulo S. de Oliveira, Luciana O. Berretta, Sergio T. Carvalho
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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.

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扩展基于 MAPE-K 循环的单人游戏动态难度调整框架
动态难度调整(Dynamic Difficulty Adjustment,DDA)已成为解决数字游戏中自适应性游戏需求的一个显著解决方案。然而,DDA 领域提出了各种研究挑战,需要仔细考虑。为此,本研究引入了一种方法,将自适应系统的见解与自适应游戏的具体要求相结合。我们的贡献在于扩展了之前提出的 DDA-MAPEKit 框架。该解决方案建立在模块化 MAPE-K 循环的基础上,便于吸收多种 DDA 策略。其主要目标是通过为每种游戏机制(或机制组)构建单独的 MAPE-K 循环,为不同的游戏机制(或机制组)提供量身定制的处理方法。值得注意的改进包括开发一个描述性的玩家模型,其中涉及持续的玩家概况评估、性能计算以及对规则系统的修改,以便更好地与玩家的条件保持一致。通过在太空射击游戏中应用 DDA-MAPEKit 进行了概念验证,以评估所建议模型的可行性。在有 DDA 机制和没有 DDA 机制的情况下都进行了模拟。通过对收集到的数据进行比较分析,得出了令人鼓舞的结果。有证据表明,采用 DDA-MAPEKit 实现的 DDA 机制可以有效地根据玩家的表现调整描述游戏机制复杂性的变量。这一事实强调了我们的方法在应对 DDA 领域的挑战方面的潜在有效性。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
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.
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