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Dynamic Difficulty Balancing for Cautious Players and Risk Takers

机译:谨慎的参与者和冒险者的动态难度平衡

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Dynamic balancing of game difficulty can help cater for different levels of ability in players. However, performance in some game tasks depends on not only the player's ability but also their desire to take risk. Taking or avoiding risk can offer players its own reward in a game situation. Furthermore, a game designer may want to adjust the mechanics differently for a risky, high ability player, as opposed to a risky, low ability player. In this work, we describe a novel modelling technique known as particle filtering which can be used to model various levels of player ability while also considering the player's risk profile. We demonstrate this technique by developing a game challenge where players are required to make a decision between a number of possible alternatives where only a single alternative is correct. Risky players respond faster but with more likelihood of failure. Cautious players wait longer for more evidence, increasing their likelihood of success, but at the expense of game time. By gathering empirical data for the player's response time and accuracy, we develop particle filter models. These models can then be used in real-time to categorise players into different ability and risk-taking levels.
机译:动态平衡游戏难度可以帮助满足玩家的不同能力水平。但是,在某些游戏任务中的表现不仅取决于玩家的能力,还取决于他们冒险的意愿。冒险或避免冒险可以在游戏中为玩家提供自己的奖励。此外,游戏设计师可能希望针对高风险,高能力的玩家而不是高风险,低能力的玩家调整机制。在这项工作中,我们描述了一种称为粒子过滤的新颖建模技术,该技术可用于对玩家能力的各个级别进行建模,同时还考虑了玩家的风险状况。我们通过提出一个游戏挑战赛来演示这种技术,在游戏挑战赛中,要求玩家在多个可能的替代方案之间做出决定,而其中只有一个替代方案是正确的。有风险的玩家反应更快,但失败的可能性更大。谨慎的玩家需要等待更长的时间才能获得更多的证据,这增加了他们获得成功的可能性,但会浪费游戏时间。通过收集玩家响应时间和准确性的经验数据,我们开发了粒子过滤器模型。然后可以实时使用这些模型将玩家分类为不同的能力和冒险程度。

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