GIST Scientists Develop Model that Adjusts Videogame Difficulty Based on Player Emotions

The novel approach will help create a better gaming experience for all types of players

Appropriately balancing a videogame's difficulty is essential to provide players with a pleasant experience. In a recent study, Korean scientists developed a novel approach for dynamic difficulty adjustment where the players' emotions are estimated using in-game data, and the difficulty level is tweaked accordingly to maximize player satisfaction. Their efforts could contribute to balancing the difficulty of games and making them more appealing to all types of players.

Difficulty is a tough aspect to balance in video games. Some people prefer video games that present a challenge whereas others enjoy an easy experience. To make this process easier, most developers use 'dynamic difficulty adjustment (DDA).' The idea of DDA is to adjust the difficulty of a game in real-time according to player performance. For example, if player performance exceeds the developer's expectations for a given difficulty level, the game's DDA agent can automatically raise the difficulty to increase the challenge presented to the player. Though useful, this strategy is limited in that only player performance is taken into account, not how much fun they are actually having.

In a recent study published in Expert Systems With Applications , a research team from  the Gwangju Institute of Science and Technology in Korea decided to put a twist on the DDA approach. Instead of focusing on the player's performance, they developed DDA agents that adjusted the game's difficulty to maximize one of four different aspects related to a player's satisfaction: challenge, competence, flow, and valence. The DDA agents were trained via machine learning using data gathered from actual human players, who played a fighting game against various artificial intelligences (AIs) and then answered a questionnaire about their experience.

Using an algorithm called Monte-Carlo tree search, each DDA agent employed actual game data and simulated data to tune the opposing AI's fighting style in a way that maximized a specific emotion, or 'affective state.' " One advantage of our approach over other emotion-centered methods is that it does not rely on external sensors, such as electroencephalography, " comments Associate Professor Kyung-Joong Kim , who led the study. " Once trained, our model can estimate player states using in-game features only. "

The team verified—through an experiment with 20 volunteers—that the proposed DDA agents could produce AIs that improved the players' overall experience, no matter their preference. This marks the first time that affective states are incorporated directly into DDA agents, which could be useful for commercial games. " Commercial game companies already have huge amounts of player data. They can exploit these data to model the players and solve various issues related to game balancing using our approach ," remarks Associate Professor Kim. Worth noting is that this technique also has potential for other fields that can be 'gamified,' such as healthcare, exercise, and education.

This paper was made available online on June 3, 2022 , and will be published in Volume 205 of the journal on November 1, 2022 .

Let us hope this study paves the way to games that any type of player, whether hardcore or casual, can enjoy!

Reference
DOI: https://doi.org/10.1016/j.eswa.2022.117677

Title of original paper: Diversifying dynamic difficulty adjustment agent by integrating player state models into Monte-Carlo tree search

Journal: Expert Systems With Applications

*Corresponding author's email: kjkim@gist.ac.kr

About the Gwangju Institute of Science and Technology (GIST)
Website: https://www.gist.ac.kr/

Media contact:
Seulhye Kim
343925@email4pr.com
82 62 715 6253

Cision View original content to download multimedia: https://www.prnewswire.com/news-releases/gist-scientists-develop-model-that-adjusts-videogame-difficulty-based-on-player-emotions-301618288.html

SOURCE Gwangju Institute of Science and Technology

News Provided by PR Newswire via QuoteMedia

GAMING00
The Conversation (0)
Person holding virtual game icons over a smartphone screen.

Mobile Gaming Stocks: 10 Biggest Companies in 2025

According to market intelligence firm Newzoo, global gaming revenue came in at US$177.9 billion in 2024, with mobile gaming accounting for more than half of that amount at US$97.6 billion.The firm states that the mobile gaming market has reached maturity but still achieved higher growth than the... Keep Reading...
NorthStar Gaming Announces Revocation of Management Cease Trade Order

NorthStar Gaming Announces Revocation of Management Cease Trade Order

NorthStar Gaming Holdings Inc. (TSXV: BET) (OTCQB: NSBBF) ("NorthStar" or the "Company") is pleased to announce that effective May 16, 2025, the Ontario Securities Commission has revoked the temporary management cease trade order ("MCTO") it had previously granted to the Company on May 8, 2025... Keep Reading...
NorthStar Gaming Reports Year-End 2024 Results

NorthStar Gaming Reports Year-End 2024 Results

Annual Revenue Growth of 57%, Gross Margin up 91% NorthStar Gaming Holdings Inc. (TSXV: BET) (OTCQB: NSBBF) ("NorthStar" or the "Company") today announced its financial results for the three months and year ended December 31, 2024. The Company also announced that it will discuss the results on... Keep Reading...
NorthStar Gaming Announces Receipt of Management Cease Trade Order

NorthStar Gaming Announces Receipt of Management Cease Trade Order

NorthStar Gaming Holdings Inc. (TSXV: BET) (OTCQB: NSBBF) ("NorthStar" or the "Company") today announces that its principal regulator, the Ontario Securities Commission, has granted its request for a management cease trade order ("MCTO") effective May 8, 2025.As previously announced on April 29,... Keep Reading...
NorthStar Gaming Announces Delay of Annual Filings

NorthStar Gaming Announces Delay of Annual Filings

NorthStar Gaming Holdings Inc. (TSXV: BET) (OTCQB: NSBBF) ("NorthStar" or the "Company") today announces an anticipated delay in the filing of its annual audited financial statements, management's discussion and analysis and related certifications for the financial year ended December 31, 2024... Keep Reading...

Latest Press Releases

Related News