Abstract
Methods for dynamic difficulty adjustment allow games to be tailored to particular players to maximize their engagement. However, current methods often only modify a limited set of game features such as the difficulty of the opponents, or the availability of resources. Other approaches, such as experience-driven Procedural Content Generation (PCG), can generate complete levels with desired properties such as levels that are neither too hard nor too easy, but require many iterations. This paper presents a method that can generate and search for complete levels with a specific target difficulty in only a few trials. This advance is enabled by through an Intelligent Trial-and-Error algorithm, originally developed to allow robots to adapt quickly. Our algorithm first creates a large variety of different levels that vary across predefined dimensions such as leniency or map coverage. The performance of an AI playing agent on these maps gives a proxy for how difficult the level would be for another AI agent (e.g. one that employs Monte Carlo Tree Search instead of Greedy Tree Search); using this information, a Bayesian Optimization procedure is deployed, updating the difficulty of the prior map to reflect the ability of the agent. The approach can reliably find levels with a specific target difficulty for a variety of planning agents in only a few trials, while maintaining an understanding of their skill landscape.
Original language | English |
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Title of host publication | Proceedings of the 2020 IEEE Conference on Games (CoG) |
Number of pages | 8 |
Publisher | IEEE |
Publication date | 2020 |
Pages | 503-510 |
DOIs | |
Publication status | Published - 2020 |
Event | IEEE Conference on Games 2020 - Duration: 24 Aug 2020 → 27 Nov 2020 https://ieee-cog.org/2020/ |
Conference
Conference | IEEE Conference on Games 2020 |
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Period | 24/08/2020 → 27/11/2020 |
Internet address |
Keywords
- Dynamic Difficulty Adjustment
- Intelligent Trial-and-Error
- Planning Agents
- PCG
- MAP-Elites
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Dive into the research topics of 'Finding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-Error'. Together they form a unique fingerprint.Prizes
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Best Paper Runner-Up at the 2020 IEEE Conference on Games
Duque, M. G. (Recipient), Berg Palm, R. (Recipient), Ha, D. (Recipient) & Risi, S. (Recipient), 2020
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