2010 Sixth International Conference on Natural Computation 2010
DOI: 10.1109/icnc.2010.5584761
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Dynamic Difficulty Adjustment of Game AI by MCTS for the game Pac-Man

Abstract: Dynamic Difficulty Adjustment (DDA) of Game AI aims at creating a satisfactory game experience by dynamically adjusting intelligence of game opponents. It can provide a level of challenge that is tailored to the player's personal ability. The Monte-Carlo Tree Search (MCTS) algorithm can be applied to generate intelligence of non-player characters (NPCs) in video games. And the performance of the NPCs controlled by MCTS can be adjusted by modulating the simulation time of MCTS.Hence the approach of DDA based on… Show more

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Cited by 23 publications
(12 citation statements)
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“…Finally, the game environment itself can be altered when the player's performance changes: for example, if the character levels up, the enemies they encounter change and become more varied in their quantities, the character might also find specific items and locations, which might not have been accessible beforehand. These approaches are more common for role-playing games, however difficulty adaptation algorithms have also been extensively used in games like Tetris (Lora et al, 2016;Spiel et al, 2017) and Pac-man (Hao et al, 2010), where the typical adjustments affect the moving parts in the games, such as tetrominos in Tetris and ghosts in Pac-Man. Difficulty adaptation has also been explored for games with continuous gameplay, e.g.…”
Section: Adaptation In Digital Gamesmentioning
confidence: 99%
“…Finally, the game environment itself can be altered when the player's performance changes: for example, if the character levels up, the enemies they encounter change and become more varied in their quantities, the character might also find specific items and locations, which might not have been accessible beforehand. These approaches are more common for role-playing games, however difficulty adaptation algorithms have also been extensively used in games like Tetris (Lora et al, 2016;Spiel et al, 2017) and Pac-man (Hao et al, 2010), where the typical adjustments affect the moving parts in the games, such as tetrominos in Tetris and ghosts in Pac-Man. Difficulty adaptation has also been explored for games with continuous gameplay, e.g.…”
Section: Adaptation In Digital Gamesmentioning
confidence: 99%
“…Passive DDA has been gaining popularity and has been actively researched (Alexander, Oikonomou, & Sear, 2013) (Arulraj, 2010) (Hao, He, Wang, Liu, Yang, & Huang, 2010) (Sha, et al (Bycer). As seen in Figure 1, a passive DDA mechanism is commonly implemented as a special module which works separately from main gameplay module.…”
Section: Passive Dynamic Difficulty Adjustmentmentioning
confidence: 99%
“…The mechanism allows the difficulty level of a video game to be adjusted at run-time, thus making it easier to ensure that every player gets the right difficulty level. Currently, the most popular type of DDA is the passive one, which does not directly involve players in its execution (Alexander, Oikonomou, & Sear, 2013) (Arulraj, 2010) (Hao, He, Wang, Liu, Yang, & Huang, 2010) (Sha, et al, 2010) (Wu, Chen, He, Sun, Li, & Zhao, 2011) (Yu, et al, 2010.…”
Section: Introductionmentioning
confidence: 99%
“…Much research has been done regarding DDA and while newer advancements in machine learning techniques and algorithms allow for the development of new ways for adjusting the difficulty dynamically [39,73,34,27,58,70]. The underlying reasons why DDA should be applied still remain an object of much research [4,58,39,2].…”
Section: Dynamic Difficulty Adjustmentmentioning
confidence: 99%
“…Hao et al [27] where they also use ANNs made specifically to approach MTCS while managing to keep the performance similar to the former. As a result of the approaches mentioned before, the performance and results tend to be positive.…”
Section: Dynamic Difficulty Adjustmentmentioning
confidence: 99%