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Understanding and Implementing Adaptive Difficulty Adjustment in Video Games
Abstract
This 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.
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