DocumentCode
3728381
Title
Dynamic Difficulty Adjustment in 2D Platformers through Agent-Based Procedural Level Generation
Author
Daniel Wheat;Martin Masek;Chiou Peng Lam;Philip Hingston
Author_Institution
Sch. of Comput. &
fYear
2015
Firstpage
2778
Lastpage
2785
Abstract
The rapid growth of the entertainment industry has driven the requirement for more efficient development of computerized games. Importantly, the diversity of audiences that participate in playing games has called for the development of new technologies that allow games to address users with differing levels of skills and preferences. This study explored the application of dynamic difficulty adjustment in computerized 2D plat former games through procedural level generation and interactive evolutionary computation. Computerized agents were introduced into the evolutionary cycle to play game levels in the player´s stead. Additionally, agent behavior was based on the player´s game-play characteristics, which has provided a more practical means for evaluating and evolving game levels tailored to a particular player´s skills.
Keywords
"Games","Evolutionary computation","Generators","Genetic algorithms","Computational modeling","Computers","Context"
Publisher
ieee
Conference_Titel
Systems, Man, and Cybernetics (SMC), 2015 IEEE International Conference on
Type
conf
DOI
10.1109/SMC.2015.485
Filename
7379617
Link To Document