Understanding and Implementing Adaptive Difficulty Adjustment in Video GamesTremblay Jonathan (LIARA,Canada), Bouchard Bruno (LIARA,Canada) and Bouzouane Abdenour (LIARA,Canada)
Copyright © 2012. 25 pages.
OnDemand Chapter PDF Download
Download link provided immediately after order completion
| $37.50 | |
Available.
Instant access upon order completion.
DOI: 10.4018/978-1-4666-1634-9.ch005 Sample PDFCite
MLA
Jonathan, Tremblay, Bouchard Bruno and Bouzouane Abdenour. "Understanding and Implementing Adaptive Difficulty Adjustment in Video Games." Algorithmic and Architectural Gaming Design: Implementation and Development. IGI Global, 2012. 82-106. Web. 19 May. 2013. doi:10.4018/978-1-4666-1634-9.ch005
APA
Jonathan, T., Bruno, B., & Abdenour, B. (2012). Understanding and Implementing Adaptive Difficulty Adjustment in Video Games. In A. Kumar, J. Etheredge, & A. Boudreaux (Eds.), Algorithmic and Architectural Gaming Design: Implementation and Development (pp. 82-106). Hershey, PA: Information Science Reference. doi:10.4018/978-1-4666-1634-9.ch005
Chicago
Jonathan, Tremblay, Bouchard Bruno and Bouzouane Abdenour. "Understanding and Implementing Adaptive Difficulty Adjustment in Video Games." In Algorithmic and Architectural Gaming Design: Implementation and Development, ed. Ashok Kumar, Jim Etheredge and Aaron Boudreaux, 82-106 (2012), accessed May 19, 2013. doi:10.4018/978-1-4666-1634-9.ch005
Export Reference
 Favorite  | | TopAbstractThis chapter begins with an introduction to different concepts evolving around the adaptive difficulty in video games (i.e. problematic definition, existing models of dynamic difficulty adjustment, evaluating the player’s experience, transposing the player’s skills into numerical values, using these numerical values as seeds for the difficulty level, etc.). Further on, this chapter covers the implementation of a novel adaptive model and the validation of such a model. This model uses a normal distribution system (ELO ranking) to determine the player’s skill level and then adapt the difficulty to their needs. In order to validate this model, 42 players play-tested two versions of the game, one with adaptive difficulty and one without any difficulty adaptation. TopComplete Chapter List
Search this Book:
Reset | 1. |
Jussi Laasonen (University of Turku, Finland), Jouni Smed (University of Turku, Finland)
Moving in a formation is a basic group behaviour needed in computer games. This chapter presents different methods for co-ordinating formations in real-time game env...
Sample PDF |
More details... | $37.50 |
| 2. |
Thomas Hartley (University of Wolverhampton, UK)
Movement through a computer game environment is an essential requirement of non-player characters (NPCs) in today’s computer games. Local movement is typically react...
Sample PDF |
More details... | $37.50 |
| 3. |
Björn Knafla (Bjoern Knafla Parallelization + AI + Gamedev, Germany), Alex J. Champandard (AiGameDev.com, Austria)
Behavior trees (BTs) are increasingly deployed in the games industry for decision making and control of non-player characters (NPCs, also named agents or actors) and...
Sample PDF |
More details... | $37.50 |
| 4. |
Rob LeGrand (Angelo State University, USA), Timothy Roden (Angelo State University, USA), Ron K. Cytron (Washington University in St. Louis, USA)
This chapter explores a new approach that may be used in game development to help human players and/or non-player characters make collective decisions. The chapter d...
Sample PDF |
More details... | $37.50 |
| 5. |
Tremblay Jonathan (LIARA,Canada), Bouchard Bruno (LIARA,Canada), Bouzouane Abdenour (LIARA,Canada)
This chapter begins with an introduction to different concepts evolving around the adaptive difficulty in video games (i.e. problematic definition, existing models o...
Sample PDF |
More details... | $37.50 |
| 6. |
Luke Deshotels (University of Louisiana at Lafayette, USA)
This chapter will discuss several algorithms and techniques used in artificial intelligence that can be applied to StarCraft (Blizzard, 2009) and other similar real-...
Sample PDF |
More details... | $37.50 |
| 7. |
Antonio M. Mora-García (University of Granada, Spain), Juan Julián Merelo-Guervós (University of Granada, Spain)
A bot is an autonomous enemy which tries to beat the human player and/or some other bots in a game. This chapter describes the design, implementation and results of...
Sample PDF |
More details... | $37.50 |
| 8. |
Ben Kenwright (Newcastle University, UK), Graham Morgan (Newcastle University, UK)
This chapter introduces Linear Complementary Problem (LCP) Solvers as a method for implementing real-time physics for games. This chapter explains principles and alg...
Sample PDF |
More details... | $37.50 |
| 9. |
Golam Ashraf (National University of Singapore, Singapore), Ho Jie Hui (National University of Singapore, Singapore), Kenny Lim (National University of Singapore, Singapore), Esther Luar (National University of Singapore, Singapore), Luo Lan (National University of Singapore, Singapore)
This chapter uses the Mechanics, Dynamics and Aesthetics (MDA) framework as a practical guide to incorporate the Rocket Jump mechanic in a side-scrolling platform ga...
Sample PDF |
More details... | $37.50 |
| 10. |
Benjamin Rodrigue (University of Louisiana at Lafayette, USA)
This chapter will describe several methods of detecting collision events within a 3D environment. It will also discuss some of the bounding volumes, and their inters...
Sample PDF |
More details... | $37.50 |
| 11. |
William N. Bittle (dyn4j.org, USA)
GJK is a fast and elegant collision detection algorithm. Originally designed to determine the distance between two convex shapes, it has been adapted to collision de...
Sample PDF |
More details... | $37.50 |
| 12. |
Sergei Gorlatch (University of Muenster, Germany), Frank Glinka (University of Muenster, Germany), Alexander Ploss (University of Muenster, Germany), Dominik Meiländer (University of Muenster, Germany)
This chapter describes a novel, high-level approach to designing and executing online computer games. The approach is based on our Real-Time Framework (RTF) and suit...
Sample PDF |
More details... | $37.50 |
| 13. |
Aaron Boudreaux (University of Louisiana at Lafayette, USA), Brandon Primeaux (University of Louisiana at Lafayette, USA)
The usage of software engineering principles in designing a game engine is discussed in this chapter using a simple tower defense game implemented using C# and the X...
Sample PDF |
More details... | $37.50 |
| 14. |
Erik Hebisch (Institute of Human Factors and Technology Management IAT, University of Stuttgart, Germany), Ulrich Wechselberger (Institute for Computational Visualistics, University of Koblenz-Landau, Germany)
The study of video games involves many characteristics such as story, artwork and sound design. While it is possible to describe these qualities of a game in great d...
Sample PDF |
More details... | $37.50 |
| 15. |
Chong-wei Xu (Kennesaw State University, USA), Daniel N. Xu (University of Wisconsin at Milwaukee, USA)
How does one design and implement a 2D game? Specifically, how does one teach students how to develop a game from an idea or a game story? A technical guide has been...
Sample PDF |
More details... | $37.50 |
| 16. |
Golam Ashraf (National University of Singapore, Singapore), Ho Kok Wei Daniel (National University of Singapore, Singapore), Kong Choong Yee (National University of Singapore, Singapore), Nur Aiysha Plemping (National University of Singapore, Singapore), Ou Guo Zheng (National University of Singapore, Singapore), Teo Chee Kern (National University of Singapore, Singapore)
Vivace is an online musical tower defense game using the tree-of-life metaphor, created using the Unity3D game engine. The game integrates basic music theory with th...
Sample PDF |
More details... | $37.50 |
| 17. |
Damitha Sandaruwan (University of Colombo School of Computing, Sri Lanka), Nihal Kodikara (University of Colombo School of Computing, Sri Lanka), Chamath Keppitiyagama (University of Colombo School of Computing, Sri Lanka), Rexy Rosa (University of Colombo, Sri Lanka), Kapila Dias (University of Colombo School of Computing, Sri Lanka), Ranjith Senadheera (Sri Lanka Navy, Sri Lanka), Kanchana Manamperi (Sri Lanka Navy, Sri Lanka)
Games are used for other purposes than providing entertainment. This chapter is particularly interested in serious games, also known as simulators, with immersive vi...
Sample PDF |
More details... | $37.50 |
|
| |