• DocumentCode
    573989
  • Title

    Software design patterns for enabling auto dynamic difficulty in video games

  • Author

    Chowdhury, Muhammad Iftekher ; Katchabaw, Michael

  • Author_Institution
    Dept. of Comput. Sci., Univ. of Western Ontario, London, ON, Canada
  • fYear
    2012
  • fDate
    July 30 2012-Aug. 1 2012
  • Firstpage
    76
  • Lastpage
    80
  • Abstract
    Auto dynamic difficulty is the technique of automatically changing the level of difficulty of a video game in real time to match player expertise. In this paper, we describe a collection of software design patterns for enabling auto dynamic difficulty in video games. The benefits of a design pattern approach include more reusability and lower risk compared to traditional ad hoc approaches. We implemented these design patterns as a proof-of-concept prototype system using Pac-Man as a test-bed.
  • Keywords
    computer games; object-oriented programming; software reusability; Pac-Man; auto dynamic difficulty; player expertise; proof-of-concept prototype system; reusability; software design patterns; video games; Computers; Context; Detectors; Games; Monitoring; Production facilities; Software design; auto dynamic difficulty; game balancing; software design pattern;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computer Games (CGAMES), 2012 17th International Conference on
  • Conference_Location
    Louisville, KY
  • Print_ISBN
    978-1-4673-1120-5
  • Type

    conf

  • DOI
    10.1109/CGames.2012.6314555
  • Filename
    6314555