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

IF 2.8 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
{"title":"Design and implementation of a survival game towards achieving user’s satisfaction by providing balanced difficulty","authors":"Tamal Pal,&nbsp;Sipra Das Bit","doi":"10.1016/j.entcom.2024.100899","DOIUrl":null,"url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100899"},"PeriodicalIF":2.8000,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952124002672","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0

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.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
求助全文
约1分钟内获得全文 去求助
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.
期刊最新文献
Supporting teachers, engaging students: A collaborative model for K-12 computing education In case players were wondering: A topic modelling and sentiment analysis study of community discussions on weapon cases in the CS:GO game EnTube: Exploring key video features for advancing YouTube engagement Why gamers use multitasking and how it works on satisfaction and reuse intention Representing remote locations with location-based augmented reality game design
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1