Design and implementation of a survival game towards achieving user’s satisfaction by providing balanced difficulty

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2025-01-01 DOI:10.1016/j.entcom.2024.100899
Tamal Pal, Sipra Das Bit
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Abstract

Recently due to high popularity of video games, Procedural Content Generation (PCG) becomes an approach for automatically creating levels in game with balanced difficulty. The PCG is a solution towards automatic creation of levels with balanced difficulty. Among the existing works, not only very few recent PCG-based difficulty balancing solutions is found, but algorithms are also computationally intensive due to the presence of complex techniques like evolutionary computing, graph algorithms etc. In this paper, we develop a low overhead mathematical model based PCG scheme with the rule of variation and curve fitting. Firstly, relationship between difficulty and performance parameters of the game is setup using this model. Then, to make the model more reliable, difficulty parameters are adjusted to cope with the real performance of a player. Finally, the proposed scheme is tested on a survival game ‘Helip’ developed by us. The game shows satisfactory performance in response time, user friendliness, visual aesthetics and innovation based on opinion of the players. Moreover, the proposed difficulty balancing scheme is evaluated in terms of opinion score and player’s performance to be more balanced compared to state-of-the-art techniques. Our balancing scheme also has the lowest overhead in terms of running time.
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设计和执行一款生存游戏,通过提供平衡的难度来获得用户满意度
最近,由于电子游戏的高度普及,程序内容生成(proctional Content Generation, PCG)成为一种自动创造具有平衡难度的游戏关卡的方法。PCG是自动创造具有平衡难度的关卡的解决方案。在现有的工作中,不仅很少发现最近基于pcg的难度平衡解决方案,而且由于进化计算、图算法等复杂技术的存在,算法的计算量也很大。本文提出了一种基于变分规则和曲线拟合的低开销PCG方案。首先,利用该模型建立游戏难度与性能参数之间的关系。然后,为了使模型更加可靠,我们调整了难度参数以适应玩家的真实表现。最后,在我们开发的生存游戏“Helip”上对所提出的方案进行了测试。根据玩家的意见,游戏在响应时间、用户友好性、视觉美学和创新方面表现出令人满意的表现。此外,与最先进的技术相比,所提出的难度平衡方案是根据意见得分和玩家表现来评估的。我们的平衡方案在运行时间方面也具有最低的开销。
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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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