Personalized Dynamic Difficulty Adjustment Imitation Learning Meets Reinforcement Learning
- authored by
- Ronja Fuchs, Robin Gieseke, Alexander Dockhorn
- Abstract
Balancing game difficulty in video games is a key task to create interesting gaming experiences for players. Mismatching the game difficulty and a player's skill or commitment results in frustration or boredom on the player's side, and hence reduces time spent playing the game. In this work, we explore balancing game difficulty using machine learning-based agents to challenge players based on their current behavior. This is achieved by a combination of two agents, in which one learns to imitate the player, while the second is trained to beat the first. In our demo, we investigate the proposed framework for personalized dynamic difficulty adjustment of AI agents in the context of the fighting game AI competition.
- Organisation(s)
-
Institute of Information Processing
- Type
- Conference contribution
- Publication date
- 05.08.2024
- Publication status
- Published
- Peer reviewed
- Yes
- ASJC Scopus subject areas
- Artificial Intelligence, Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition, Human-Computer Interaction, Software
- Electronic version(s)
-
https://doi.org/10.48550/arXiv.2408.06818 (Access:
Open)
https://doi.org/10.1109/CoG60054.2024.10645659 (Access: Closed)