2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) 2015
DOI: 10.1109/sbgames.2015.17
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Dynamic Game Difficulty Balancing in Real Time Using Evolutionary Fuzzy Cognitive Maps

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Cited by 10 publications
(4 citation statements)
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“…In most studies, the input performance/physiological measures are classified into two, three or more levels of a psychological dimension. Previous studies have used either supervised ML methods such as linear discriminant analysis (LDA) (Chanel et al, 2011), support vector machines (SVM) (Ma et al, 2015), logistic regression (Perez et al, 2015), and artificial neural networks (Casson, 2014) or unsupervised ML methods such as Gaussian mixture models (Lee and Jung, 2006) and k -means clustering (Kim et al, 2009). The last few years have also seen an emerging trend of using deep learning in affective computing (Glorot et al, 2011; Jirayucharoensak et al, 2014) due to its flexibility and good performance in non-linear classification.…”
Section: Introductionmentioning
confidence: 99%
“…In most studies, the input performance/physiological measures are classified into two, three or more levels of a psychological dimension. Previous studies have used either supervised ML methods such as linear discriminant analysis (LDA) (Chanel et al, 2011), support vector machines (SVM) (Ma et al, 2015), logistic regression (Perez et al, 2015), and artificial neural networks (Casson, 2014) or unsupervised ML methods such as Gaussian mixture models (Lee and Jung, 2006) and k -means clustering (Kim et al, 2009). The last few years have also seen an emerging trend of using deep learning in affective computing (Glorot et al, 2011; Jirayucharoensak et al, 2014) due to its flexibility and good performance in non-linear classification.…”
Section: Introductionmentioning
confidence: 99%
“…As a result, gamers may unknowingly withdraw their effort and then discontinue the game altogether upon seeing an unsatisfactory ratio of achieved results to subjectively assessed (overestimated) commitment. In the context of MIT and our results, systems such as the decades-old gradual increase in the difficulty of the game without player intervention (e.g., Tetris) or the relatively new dynamic game difficulty balancing [33] offer a much wider possibility of adjusting the difficulty of a game to potential motivation, thereby engaging the gamer. On the other hand, both these solutions are more demanding for a game developer, therefore further research in the MIT paradigm may help make it easier to create games that take into account the individual needs of the player.…”
Section: Plos Onementioning
confidence: 78%
“…In the case of dynamic game difficulty balancing, there are two basic challenges: which variables should be included in the difficulty-balancing models, and how can these variables be measured? The solutions used so far in the field of models often boil down to the use of fuzzy models, which is sometimes effective [33]. However, taking a step back and looking at the phenomenon from the broader theoretical perspective offered by MIT may in some cases help to see the importance of previously ignored variables, such as fatigue [35], affect [36], success importance [37] and others, whose influence on this complex relationship has been repeatedly proven empirically [38,39].…”
Section: Plos Onementioning
confidence: 99%
“…However, players may have different skills; what is classified as difficult, a player may perceive to be very easy or very difficult, which can lead players to feeling frustrated or even bored, which decreases their motivation and engagement with a game [ 40 ].…”
Section: Discussionmentioning
confidence: 99%