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Statistical Modelling of Level Difficulty in Puzzle Games

    Research output: Conference Article in Proceeding or Book/Report chapterArticle in proceedingsResearchpeer-review

    Abstract

    Successful and accurate modelling of level difficulty is a fundamental component of the operationalisation of player experience as difficulty is one of the most important and commonly used signals for content design and adaptation. In games that feature intermediate milestones, such as completable areas or levels, difficulty is often defined by the probability of completion or completion rate; however, this operationalisation is limited in that it does not describe the behaviour of the player within the area.

    In this research work, we formalise a model of level difficulty for puzzle games that goes beyond the classical probability of success. We accomplish this by describing the distribution of actions performed within a game level using a parametric statistical model thus creating a richer descriptor of difficulty. The model is fitted and evaluated on a dataset collected from the game Lily’s Garden by Tactile Games, and the results of the evaluation show that the it is able to describe and explain difficulty in a vast majority of the levels.
    Original languageEnglish
    Title of host publicationProceedings of the 2021 IEEE Conference on Games (CoG)
    PublisherIEEE
    Publication date2021
    Publication statusPublished - 2021
    Event Conference on Games - hosted by IT University of Copenhagen, VIRTUAL
    Duration: 17 Aug 202120 Aug 2021
    Conference number: 3
    https://ieee-cog.org/2021/

    Conference

    Conference Conference on Games
    Number3
    Locationhosted by IT University of Copenhagen
    CityVIRTUAL
    Period17/08/202120/08/2021
    SponsorIEEE - Institute of Electrical and Electronics Engineers
    Internet address

    Keywords

    • level difficulty modeling
    • player experience
    • statistical model
    • completion rate
    • puzzle games

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