We have developed a causal model of how various aspects of a computer game influence how much a player enjoys the experience, as well as how long the player will play. This model is organized into three layers: a generic layer that applies to any game, a refinement layer for a particular game genre, and an instantiation layer for a specific game. Two experiments using different games were performed to validate the model. The model was used to design and implement a system and API for Dynamic Difficulty Adjustment(DDA). This DDA system and API uses machine learning techniques to make changes to a game in real time in the hopes of improving the experience of the user and making them play longer. A final experiment is presented that shows the effectiveness of the designed system.
Worcester Polytechnic Institute
All authors have granted to WPI a nonexclusive royalty-free license to distribute copies of the work. Copyright is held by the author or authors, with all rights reserved, unless otherwise noted. If you have any questions, please contact email@example.com.
Moffett, Jeffrey P., "Applying Causal Models to Dynamic Difficulty Adjustment in Video Games" (2010). Masters Theses (All Theses, All Years). 320.
Causal, Model, Video Game, Causal Mode, Machine Learning