TY - JOUR
T1 - Learning Constructive Primitives for Real-Time Dynamic Difficulty Adjustment in Super Mario Bros
AU - Shi, Peizhi
AU - Chen, Ke
PY - 2018/6/14
Y1 - 2018/6/14
N2 - Among the main challenges in procedural content generation (PCG), content quality assurance and dynamic difficulty adjustment (DDA) of game content in real time are two major issues concerned in adaptive content generation. Motivated by the recent learning-based PCG framework, we propose a novel approach to seamlessly address two issues in Super Mario Bros (SMB). To address the quality assurance issue, we exploit the synergy between rule-based and learning-based methods to produce quality game segments in SMB, named constructive primitives (CPs). By means of CPs, we propose a DDA algorithm that controls a CP-based level generator to adjust the content difficulty rapidly based on players' real-time game playing performance. We have conducted extensive simulations with sophisticated SMB agents of different types for thorough evaluation. Experimental results suggest that our approach can effectively assure content quality in terms of generic quality measurements and dynamically adjust game difficulty in real time as informed by the game completion rate.
AB - Among the main challenges in procedural content generation (PCG), content quality assurance and dynamic difficulty adjustment (DDA) of game content in real time are two major issues concerned in adaptive content generation. Motivated by the recent learning-based PCG framework, we propose a novel approach to seamlessly address two issues in Super Mario Bros (SMB). To address the quality assurance issue, we exploit the synergy between rule-based and learning-based methods to produce quality game segments in SMB, named constructive primitives (CPs). By means of CPs, we propose a DDA algorithm that controls a CP-based level generator to adjust the content difficulty rapidly based on players' real-time game playing performance. We have conducted extensive simulations with sophisticated SMB agents of different types for thorough evaluation. Experimental results suggest that our approach can effectively assure content quality in terms of generic quality measurements and dynamically adjust game difficulty in real time as informed by the game completion rate.
KW - Constructive primitive (CP)
KW - content quality assurance
KW - dynamic difficulty adjustment (DDA)
KW - machine learning
KW - procedural content generation (PCG)
KW - real-time adaption
KW - Super Mario Bros (SMB)
UR - https://www.scopus.com/inward/record.uri?eid=2-s2.0-85028451706&doi=10.1109%2fTCIAIG.2017.2740210&partnerID=40&md5=7018a69229cb27a394cffcdb068c942e
U2 - 10.1109/TCIAIG.2017.2740210
DO - 10.1109/TCIAIG.2017.2740210
M3 - Article
VL - 10
SP - 155
EP - 169
JO - IEEE Transactions on Games
JF - IEEE Transactions on Games
SN - 2475-1502
IS - 2
M1 - 8010833
ER -