Rethinking dynamic difficulty adjustment for video game design

Z Guo, R Thawonmas, X Ren - Entertainment Computing, 2024 - Elsevier
Abstract Dynamic Difficulty Adjustment (DDA) has garnered significant interest in game
research fields for many years. Despite high expectations, the effectiveness of DDA in …

Sentient sketchbook: computer-assisted game level authoring

A Liapis, GN Yannakakis, J Togelius - 2013 - um.edu.mt
This paper introduces Sentient Sketchbook, a tool which supports a designer in the creation
of game levels. Us-ing map sketches to alleviate designer effort, the tool auto-mates …

Video game personalisation techniques: A comprehensive survey

S Karpinskyj, F Zambetta, L Cavedon - Entertainment Computing, 2014 - Elsevier
Personalisation is the automatic customisation of content and services based on a prediction
of what the user wants. Common examples of personalisation can be found in websites that …

Evolving levels for super mario bros using grammatical evolution

N Shaker, M Nicolau, GN Yannakakis… - … IEEE Conference on …, 2012 - ieeexplore.ieee.org
This paper presents the use of design grammars to evolve playable 2D platform levels
through grammatical evolution (GE). Representing levels using design grammars allows …

Orchestrating game generation

A Liapis, GN Yannakakis, MJ Nelson… - IEEE Transactions …, 2018 - ieeexplore.ieee.org
The design process is often characterized by and realized through the iterative steps of
evaluation and refinement. When the process is based on a single creative domain such as …

Constructive generation methods for dungeons and levels

N Shaker, J Togelius, MJ Nelson, N Shaker… - … Content Generation in …, 2016 - Springer
This chapter addresses a specific type of game content, the dungeon, and a number of
commonly used methods for generating such content. These methods are all “constructive” …

Constrained novelty search: A study on game content generation

A Liapis, GN Yannakakis, J Togelius - Evolutionary computation, 2015 - direct.mit.edu
Novelty search is a recent algorithm geared toward exploring search spaces without regard
to objectives. When the presence of constraints divides a search space into feasible space …

Objective difficulty-skill balance impacts perceived balance but not behaviour: A test of flow and self-determination theory predictions

S Deterding, J Cutting - Proceedings of the ACM on Human-Computer …, 2023 - dl.acm.org
Flow and self-determination theory predict that game difficulty in balance with player skill
maximises enjoyment and engagement, mediated by attentive absorption or competence …

A temporal data-driven player model for dynamic difficulty adjustment

A Zook, M Riedl - Proceedings of the AAAI Conference on Artificial …, 2012 - ojs.aaai.org
Many computer games of all genres pit the player against a succession of increasingly
difficult challenges such as combat with computer-controlled enemies and puzzles. Part of …

[HTML][HTML] Player-centered game AI from a flow perspective: Towards a better understanding of past trends and future directions

CA Cruz, JAR Uresti - Entertainment Computing, 2017 - Elsevier
Player-centered approaches that aim to maximize player enjoyment have been steady, but
with poor heuristics that do not rely on any particular theory of entertainment. Certainly, the …