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Exploring Dynamic Difficulty Adjustment in Videogames

机译:探索电子游戏中的动态难度调整

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摘要

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.
机译:电子游戏是当今世界最大的娱乐产业之一。成为这个行业的一部分意味着要与许多其他公司和开发人员竞争,因此,使粉丝群至关重要。他们是一群不断为您的公司提供支持的客户,因为您的视频游戏很有趣。当难度水平与玩家的技能非常相称时,视频游戏会变得更加有趣,从而增加了玩家的参与度。但是,并非所有玩家都同样熟练,因此需要某种难度选择。在本文中,我们将介绍动态难度调整(DDA),这是一个最近出现的研究主题,旨在开发一种自动难度选择机制,使玩家保持参与并适当地挑战,而不会感到无聊或不知所措。我们将提出一些针对该问题的最新研究,并概述如何实现它。令人满意地解决DDA问题直接影响玩家玩游戏时的体验,这对任何游戏开发人员(从独立游戏开发商到1000亿美元的企业)都非常感兴趣,因为这可能会影响玩家保留率和货币化。

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