Simulating strategy and dexterity for puzzle games

We examine the impact of strategy and dexterity on video games in which a player must use strategy to decide between multiple moves and must use dexterity to correctly execute those moves. We run simulation experiments on variants of two popular, interactive puzzle games: Tetris, which exhibits dexterity in the form of speed-accuracy time pressure, and Puzzle Bobble, which requires precise aiming. By modeling dexterity and strategy as separate components, we quantify the effect of each type of difficulty using normalized mean score and artificial intelligence agents that make human-like errors. We show how these techniques can model and visualize dexterity and strategy requirements as well as the effect of scoring systems on expressive range.

[1]  Laurens Samson Deep Reinforcement Learning applied to the game Bubble Shooter , 2016 .

[2]  Cameron Browne Metrics for Better Puzzles , 2013, Game Analytics, Maximizing the Value of Player Data.

[3]  P. Johnson-Laird,et al.  Psychology of Reasoning: Structure and Content , 1972 .

[4]  Jesper Juul,et al.  SWAP ADJACENT GEMS TO MAKE SETS OF THREE: A HISTORY OF MATCHING TILE GAMES , 2007 .

[5]  Anne Sullivan,et al.  An inclusive view of player modeling , 2011, FDG.

[6]  Manuel Próspero dos Santos,et al.  Difficulty in action based challenges: success prediction, players' strategies and profiling , 2014, Advances in Computer Entertainment.

[7]  Wayne A. Wickelgren,et al.  Speed-accuracy tradeoff and information processing dynamics , 1977 .

[8]  Julian Togelius,et al.  Modifying MCTS for Human-Like General Video Game Playing , 2016, IJCAI.

[9]  Yuichi Sato,et al.  Evaluating Human-like Behaviors of Video-Game Agents Autonomously Acquired with Biological Constraints , 2013, Advances in Computer Entertainment.

[10]  Steven Kay,et al.  Fundamentals Of Statistical Signal Processing , 2001 .

[11]  Shang Hwa Hsu,et al.  Exploring Design Features for Enhancing Players' Challenge in Strategy Games , 2007, Cyberpsychology Behav. Soc. Netw..

[12]  Gillian Smith,et al.  Analyzing the expressive range of a level generator , 2010, PCGames@FDG.

[13]  Simon M. Lucas,et al.  A Survey of Monte Carlo Tree Search Methods , 2012, IEEE Transactions on Computational Intelligence and AI in Games.

[14]  Paul A. Cairns,et al.  Not doing but thinking: the role of challenge in the gaming experience , 2012, CHI.

[15]  D. Kahneman Maps of Bounded Rationality: Psychology for Behavioral Economics , 2003 .

[16]  Allen Newell,et al.  Human Problem Solving. , 1973 .

[17]  Ernest Adams,et al.  Fundamentals of Game Design , 2006 .

[18]  Stéphane Natkin,et al.  Measuring the level of difficulty in single player video games , 2011, Entertain. Comput..

[19]  Julian Togelius,et al.  Depth in Strategic Games , 2017, AAAI Workshops.

[20]  Peter I. Cowling,et al.  Information Set Monte Carlo Tree Search , 2012, IEEE Transactions on Computational Intelligence and AI in Games.

[21]  Richard S. Sutton,et al.  Reinforcement Learning: An Introduction , 1998, IEEE Trans. Neural Networks.

[22]  Peter I. Cowling,et al.  Ensemble Determinization in Monte Carlo Tree Search for the Imperfect Information Card Game Magic: The Gathering , 2012, IEEE Transactions on Computational Intelligence and AI in Games.

[23]  F. Gobet,et al.  Moves in Mind: The Psychology of Board Games , 2004 .

[24]  Julian Togelius,et al.  General Video Game Evaluation Using Relative Algorithm Performance Profiles , 2015, EvoApplications.

[25]  Robert E. Mercer,et al.  A methodological approach to identifying and quantifying video game difficulty factors , 2014, Entertain. Comput..

[26]  Julian Togelius,et al.  Evolving personas for player decision modeling , 2014, 2014 IEEE Conference on Computational Intelligence and Games.

[27]  Mark J. Nelson Game Metrics Without Players: Strategies for Understanding Game Artifacts , 2011, Artificial Intelligence in the Game Design Process.

[28]  Maarten Löffler,et al.  Automated puzzle difficulty estimation , 2015, 2015 IEEE Conference on Computational Intelligence and Games (CIG).

[29]  Radek Pelánek,et al.  Difficulty Rating of Sudoku Puzzles by a Computational Model , 2011, FLAIRS.

[30]  Andrew Nealen,et al.  Exploring Game Space Using Survival Analysis , 2015, FDG.

[31]  David Silver,et al.  Deep Reinforcement Learning with Double Q-Learning , 2015, AAAI.

[32]  Frédéric Maire,et al.  Evolutionary Game Design , 2011, IEEE Transactions on Computational Intelligence and AI in Games.

[33]  H. Simon,et al.  What makes some problems really hard: Explorations in the problem space of difficulty , 1990, Cognitive Psychology.

[34]  Christian Guckelsberger,et al.  Challenge in Digital Games: Towards Developing a Measurement Tool , 2017, CHI Extended Abstracts.

[35]  Daniel A. Ashlock,et al.  Evolution for automatic assessment of the difficulty of sokoban boards , 2010, IEEE Congress on Evolutionary Computation.

[36]  Jeffrey M. Zacks,et al.  Neuroimaging Studies of Mental Rotation: A Meta-analysis and Review , 2008, Journal of Cognitive Neuroscience.

[37]  Cameron Browne The nature of puzzles , 2015 .

[38]  George Skaff Elias,et al.  Characteristics of Games , 2012 .

[39]  András Lörincz,et al.  Learning Tetris Using the Noisy Cross-Entropy Method , 2006, Neural Computation.

[40]  Julian Togelius,et al.  Imitating human playing styles in Super Mario Bros , 2013, Entertain. Comput..