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Adjusting Game Difficulty by Recreating Behavioral Trees of Human Player Actions

Abstract

This paper presents a proposition of a method for adjusting game difficulty to the current level of player's skills in one-on-one games. The method is based on recognition of human player's actions and recording of those actions in the form of behavioral trees. Such trees are later used to drive behaviors of computer-controlled opponents so that human player has beat hit own strategy and improve on it, to win subsequent games. The basic concept of the method is presented on the simple example of Tic-tac-toe. The paper discusses required enhancements and modifications needed for the use of this method in more refined games. Finally, additional aspects of modern games related to the application of presented method, e.g. continuity of game universe (in contrast to discrete board games) and vague and hard to recognize player's actions, are brought into consideration.

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Category:
Conference activity
Type:
publikacja w wydawnictwie zbiorowym recenzowanym (także w materiałach konferencyjnych)
Title of issue:
Wytwarzanie Gier Komputerowych: Materiały konferencyjne Krajowej Konferencji Wytwarzania Gier Komputerowych. - Tom 3 strony 19 - 29
Language:
English
Publication year:
2013
Bibliographic description:
Korłub W., Wójcik M.: Adjusting Game Difficulty by Recreating Behavioral Trees of Human Player Actions// Wytwarzanie Gier Komputerowych: Materiały konferencyjne Krajowej Konferencji Wytwarzania Gier Komputerowych. - Tom 3/ ed. T. Boiński, J. Lebiedź, M. Wójcik Gdańsk: Wydział ETI Politechniki Gdańskiej, 2013, s.19-29
Verified by:
Gdańsk University of Technology

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