Modeling perceived difficulty in game levels

The recent interest in procedural content generation for video games has created the need to establish techniques for assessment of generated content. We present an investigation into the factors determining perceived difficulty in procedurally generated game levels. In doing so, an approach to identify relevant factors pertaining to player experience is established, which is subsequently used in the development of predictive difficulty models. In this paper, we apply our methodology to the genre of 2D platformers, presenting an investigation into factors related to difficulty, the development of a test-bed that can be used to collect the data, data collection and subsequent analysis. We investigate the contribution of the identified game and player metrics towards predicting difficulty using Multi-Layer Perceptron, J48 and Random Forest classifiers from WEKA. This work is presented as a preliminary investigation into modeling difficulty from procedural content. Significantly, this investigation provides a preliminary insight into metrics that can be used for developing a classification model for perceived difficulty.

[1]  Julian Togelius,et al.  The Mario AI Championship , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.

[2]  Noah Wardrip-Fruin,et al.  Polymorph: dynamic difficulty adjustment through level generation , 2010, PCGames@FDG.

[3]  William V. Wright,et al.  A Theory of Fun for Game Design , 2004 .

[4]  Gillian Smith,et al.  A framework for analysis of 2D platformer levels , 2008, Sandbox '08.

[5]  Robin Hunicke,et al.  The case for dynamic difficulty adjustment in games , 2005, ACE '05.

[6]  M. Csíkszentmihályi,et al.  Optimal experience: Psychological studies of flow in consciousness. , 1988 .

[7]  Julian Togelius,et al.  Modeling player experience in Super Mario Bros , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.

[8]  Ian H. Witten,et al.  The WEKA data mining software: an update , 2009, SKDD.

[9]  Changchun Liu,et al.  Dynamic Difficulty Adjustment in Computer Games Through Real-Time Anxiety-Based Affective Feedback , 2009, Int. J. Hum. Comput. Interact..

[10]  Kostas Karpouzis,et al.  Towards player’s affective and behavioral visual cues as drives to game adaptation , 2012 .

[11]  Philip Hingston,et al.  Dynamic Difficulty Adjustment in 2D Platformers through Agent-Based Procedural Level Generation , 2015, 2015 IEEE International Conference on Systems, Man, and Cybernetics.

[12]  Julian Togelius,et al.  Experience-Driven Procedural Content Generation , 2011, IEEE Transactions on Affective Computing.

[13]  Arthur Tay,et al.  Dynamic Game Difficulty Scaling Using Adaptive Behavior-Based AI , 2011, IEEE Transactions on Computational Intelligence and AI in Games.

[14]  Robin Hunicke,et al.  AI for Dynamic Difficulty Adjustment in Games , 2004 .

[15]  Julian Togelius,et al.  Modeling Player Experience for Content Creation , 2010, IEEE Transactions on Computational Intelligence and AI in Games.

[16]  Peta Wyeth,et al.  GameFlow: a model for evaluating player enjoyment in games , 2005, CIE.