• DocumentCode
    2135123
  • Title

    Dynamic difficulty adjustment by fuzzy rules using in a neural network controlled game

  • Author

    Jung-Ying Wang ; Yen-Rui Tseng

  • Author_Institution
    Dept. of Multimedia & Game Sci., Lunghwa Univ. of Sci. & Technol., Taoyuan, Taiwan
  • fYear
    2013
  • fDate
    23-25 July 2013
  • Firstpage
    277
  • Lastpage
    281
  • Abstract
    This paper describes a series of experiments using the offline trained artificial neural networks (ANN). The ANN acts as an embedded game agent in a shooting game to control the nonplayer character (NPC). The training datasets of ANN are constructed by three different levels of players (expert, medium and beginner players). And then the three different levels training datasets are used to train three different level´s ANN, respectively. Meanwhile, the optimal neurons of the hidden layer and the suitable period of training time is obtained by the method of three fold cross validation. In addition, a comparison between ANN and two traditional game AI - finite state machine (FSM) and computer random controlled method, is also implemented in this study. The simulated results show that ANN can get better winning rate than FSM and random method. Meanwhile, ANN obtains a pretty good human-like simulation results. Finally, a fuzzy rules-based approach is utilized to do the dynamic game difficulty adjustment. The experimental results show that the adaptive mechanism developed in this study could dynamic balance the equilibrium of game difficulty. All these, enhance the replayability of the game.
  • Keywords
    artificial intelligence; computer games; fuzzy reasoning; neural nets; ANN; FSM; NPC; adaptive mechanism; computer random controlled method; dynamic game difficulty adjustment; embedded game agent; finite state machine; fuzzy inference; fuzzy rules-based approach; game AI agent; human-like simulation; neural network controlled game; nonplayer character control; offline trained artificial neural networks; optimal neurons; random method; shooting game; three fold cross validation method; training datasets; training time; Artificial intelligence; Artificial neural networks; Computers; Fuzzy logic; Games; Neurons; Training; artificial neural networks; dynamic difficulty adjustment (DDA); fuzzy inference; game AI;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Natural Computation (ICNC), 2013 Ninth International Conference on
  • Conference_Location
    Shenyang
  • Type

    conf

  • DOI
    10.1109/ICNC.2013.6817985
  • Filename
    6817985