2009 IEEE Symposium on Computational Intelligence and Games 2009
DOI: 10.1109/cig.2009.5286494
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Measuring player experience on runtime dynamic difficulty scaling in an RTS game

Abstract: Do players find it more enjoyable to win, than to play even matches? We have made a study of what a number of players expressed after playing against computer opponents of different kinds in an RTS game. There were two static computer opponents, one that was easily beaten, and one that was hard to beat, and three dynamic ones that adapted their strength to that of the player. One of these three latter ones intentionally drops its performance in the end of the game to make it easy for the player to win. Our res… Show more

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Cited by 20 publications
(13 citation statements)
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“…RTS game players get clear and direct confrontation experience when controlling resources and destroying opponent forces. Hagelback and Johansson (2009) found that RTS game players derive more enjoyment when playing against an opponent that adapts to the performance of the player (human), than when playing against an opponent with static difficulty (AI) (Hagelback and Johansson 2009). With human opponents, as well as with AI opponents, being adequately challenged is one of the most important factors in a player's overall enjoyment of a particular game.…”
Section: Related Workmentioning
confidence: 98%
“…RTS game players get clear and direct confrontation experience when controlling resources and destroying opponent forces. Hagelback and Johansson (2009) found that RTS game players derive more enjoyment when playing against an opponent that adapts to the performance of the player (human), than when playing against an opponent with static difficulty (AI) (Hagelback and Johansson 2009). With human opponents, as well as with AI opponents, being adequately challenged is one of the most important factors in a player's overall enjoyment of a particular game.…”
Section: Related Workmentioning
confidence: 98%
“…A similar system was implemented in the first-person shooter Max Payne, 21 where the health of enemies and the amount of auto-aim help are adjusted, based on the player's performance. Hagelbäck and Johansson (2009) aim at specific score difference in an RTS game. According to questionnaires, their method significantly raised enjoyment and perceived variability compared to static opponents.…”
Section: Difficulty Scalingmentioning
confidence: 99%
“…Hagelback and Johansson [33] in a study observed that players enjoy playing an evenly matched game against opponents who adapt to their styles. To this end, Tan, Tan, and Tay [34] developed an adaptive AI for games that promotes even play rather than beating opponents.…”
Section: Reinforcement Learningmentioning
confidence: 99%