Abstract
Difficulty is one of the key drivers of player engagement and it is often one of the aspects that designers tweak most to optimise the player experience; operationalising it is, therefore, a crucial task for game development studios.
A common practice consists of creating metrics out of data collected by player interactions with the content; however, this allows for estimation only after the content is released and does not consider the characteristics of potential future players.
In this article, we present a number of potential solutions for the estimation of difficulty under such conditions, and we showcase the results of a comparative study intended to understand which method and which types of data perform better in different scenarios.
The results reveal that models trained on a combination of cohort statistics and simulated data produce the most accurate estimations of difficulty in all scenarios. Furthermore, among these models, artificial neural networks show the most consistent results.
A common practice consists of creating metrics out of data collected by player interactions with the content; however, this allows for estimation only after the content is released and does not consider the characteristics of potential future players.
In this article, we present a number of potential solutions for the estimation of difficulty under such conditions, and we showcase the results of a comparative study intended to understand which method and which types of data perform better in different scenarios.
The results reveal that models trained on a combination of cohort statistics and simulated data produce the most accurate estimations of difficulty in all scenarios. Furthermore, among these models, artificial neural networks show the most consistent results.
| Originalsprog | Engelsk |
|---|---|
| Tidsskrift | International Journal of Computer Games Technology |
| Antal sider | 14 |
| ISSN | 1687-7055 |
| DOI | |
| Status | Udgivet - 2024 |
Emneord
- Player Engagement
- Difficulty Estimation
- Game Development
- Cohort Statistics
- Artificial Neural Networks
Fingeraftryk
Dyk ned i forskningsemnerne om 'Difficulty Modelling in Mobile Puzzle Games: An Empirical Study on Different Methods to Combine Player Analytics and Simulated Data'. Sammen danner de et unikt fingeraftryk.Publikation
- 1 Ph.d.-afhandling
-
Operationalising Difficulty in Puzzle Games
Kristensen, J. T., 2022, IT-Universitetet i København. 128 s.Publikation: Afhandlinger › Ph.d.-afhandling
Åben adgangFil
Projekter
- 1 Afsluttet
-
ALGO: Autonomous Live Game Operations
Kristensen, J. T. (PI) & Burelli, P. (PI)
01/04/2019 → 30/07/2022
Projekter: Projekt › Forskning
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