论文标题

探索视频游戏中动态难度调整

Exploring Dynamic Difficulty Adjustment in Videogames

论文作者

Sepulveda, Gabriel K., Besoain, Felipe, Barriga, Nicolas A.

论文摘要

如今,电子游戏是世界上最大的娱乐业之一。成为该行业的一部分意味着与许多其他公司和开发商竞争,因此使粉丝群至关重要。他们是一群不断支持您公司的客户,因为您的视频游戏很有趣。当困难水平与玩家的技能相匹配,增加球员的参与度时,电子游戏最有趣。但是,并非所有玩家都同样精通,因此需要某种困难选择。在本文中,我们将提出动态难度调整(DDA),这是一个最近引起的研究主题,该主题旨在开发一种自动化的难度选择机制,以保持玩家的参与和适当挑战,既不感到无聊又不淹没。我们将介绍一些解决此问题的研究,以及如何实施该问题的概述。令人满意地解决DDA问题会直接影响玩家玩游戏时的体验,这使任何游戏开发人员(从独立的开发人员到1000亿美元的企业)都引起了人们的兴趣,因为玩家保留和货币化会产生潜在的影响。

Videogames are nowadays one of the biggest entertainment industries in the world. Being part of this industry means competing against lots of other companies and developers, thus, making fanbases of vital importance. They are a group of clients that constantly support your company because your video games are fun. Videogames are most entertaining when the difficulty level is a good match for the player's skill, increasing the player engagement. However, not all players are equally proficient, so some kind of difficulty selection is required. In this paper, we will present Dynamic Difficulty Adjustment (DDA), a recently arising research topic, which aims to develop an automated difficulty selection mechanism that keeps the player engaged and properly challenged, neither bored nor overwhelmed. We will present some recent research addressing this issue, as well as an overview of how to implement it. Satisfactorily solving the DDA problem directly affects the player's experience when playing the game, making it of high interest to any game developer, from independent ones, to 100 billion dollar businesses, because of the potential impacts in player retention and monetization.

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