Abstract:In this paper we extend the existing metrics for estimating difficulty, directed to action games (in particular, platform videogames) and taking into account different types of challenges. Specifically, we analyse how challenges are represented in time and space and observe the players' behaviour when facing such challenges. Accordingly, we propose a set of models to predict the probability of failure and success in different situations. This type of assessment can serve as a validation mechanism for automatic… Show more
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