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Finding Game Levels with the Right Difficulty in a Few Trials through\n Intelligent Trial-and-Error

Miguel González-Duque, Rasmus Palm, David Ha, Sebastian Risi

Year
2020
Citations
27
Access
Open access

Abstract

Methods for dynamic difficulty adjustment allow games to be tailored to\nparticular players to maximize their engagement. However, current methods often\nonly modify a limited set of game features such as the difficulty of the\nopponents, or the availability of resources. Other approaches, such as\nexperience-driven Procedural Content Generation (PCG), can generate complete\nlevels with desired properties such as levels that are neither too hard nor too\neasy, but require many iterations. This paper presents a method that can\ngenerate and search for complete levels with a specific target difficulty in\nonly a few trials. This advance is enabled by through an Intelligent\nTrial-and-Error algorithm, originally developed to allow robots to adapt\nquickly. Our algorithm first creates a large variety of different levels that\nvary across predefined dimensions such as leniency or map coverage. The\nperformance of an AI playing agent on these maps gives a proxy for how\ndifficult the level would be for another AI agent (e.g. one that employs Monte\nCarlo Tree Search instead of Greedy Tree Search); using this information, a\nBayesian Optimization procedure is deployed, updating the difficulty of the\nprior map to reflect the ability of the agent. The approach can reliably find\nlevels with a specific target difficulty for a variety of planning agents in\nonly a few trials, while maintaining an understanding of their skill landscape.\n

Keywords

Computer scienceVariety (cybernetics)Monte Carlo tree searchSet (abstract data type)Tree (set theory)Machine learningArtificial intelligenceBayesian probabilityRobotMonte Carlo method

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