Dynamic Game Difficulty Balancing - Uses in Recent Video Games

Uses in Recent Video Games

The video game Flow was notable for popularizing the application of mental immersion (also called flow) to video games with its 2006 Flash version. The video game design was based on the master's thesis of one of its authors, and was later adapted to PlayStation 3.

The 2008 video game Left 4 Dead uses a new artificial intelligence technology dubbed "The AI Director". The AI Director is used to procedurally generate a different experience for the players each time the game is played. It monitors individual players performance and how well they work together as a group to pace the game, determining the number of zombies that attack the player and the location of boss infected encounters based on information gathered. Besides pacing the Director also controls some video and audio elements of the game to set a mood for a boss encounter or to draw the players' attention to a certain area.

Valve calls the way the Director is working "Procedural narrative" because instead of having a difficulty level which just ramps up to a constant level, the A.I. analyzes how the players fared in the game so far, and try to add subsequent events that would give them a sense of narrative.

In 2009, the game Resident Evil 5 employed a system called the "Difficulty Scale", unknown to most players, as the only mention of it was in the Official Strategy Guide. This system grades the players performance on a number scale from 1 to 10, and adjusts both enemy behavior/attacks used and enemy damage/resistance based on the players' performance (such as deaths, critical attacks, etc.). The selected difficulty levels lock players at a certain number; for example, on Normal difficulty, one starts at Grade 4, can move down to Grade 2 if doing poorly, or up to Grade 7 if doing well. The grades between difficulties can overlap.

In the match-3 game Fishdom, the time limit is adjusted based on how well the player performs. The time limit is increased should the player fail a level, making it possible for any player to beat a level after a few tries.

In the 1999 video game Homeworld, the number of ships that the AI begins with in each mission will be set depending on how powerful the game deems the player's fleet to be. Successful players have larger fleets because they take fewer losses. In this way, a player who is successful over a number of missions will begin to be challenged more and more as the game progresses.

In the video games Fallout: New Vegas and Fallout 3, as the player increases in level, tougher variants of enemies, enemies with higher statistics and better weapons, or new enemies will replace older ones to retain a constant difficulty, which can be raised, using a slider, with experience bonuses and vice versa in Fallout 3. This can also be done in New Vegas, but there is no bonus to increasing or decreasing the difficulty.

The Mario Kart series of games feature items during races that help an individual driver get ahead of their opponents. These items are distributed based on a driver's position in a way that is an example of Dynamic Game Difficulty Balancing. For example, a driver near the bottom of the field is likely to get an item that will drastically increase their speed or sharply decrease the speed of their opponents, whereas a driver in first or second place can expect to get these kinds of items rarely (and will probably receive the game's weaker items). The Mario Kart series is also known for the aforementioned "rubber band effect"; it was tolerated in the earlier games in the series, because it compensated for an extremely unskilled AI, but as more sophisticated AIs are developed, players have begun to feel that it makes winning far too difficult for even skilled players.

One of the earliest examples of difficulty balancing can be found in Zanac, developed in 1986 by Compile. The game featured a unique adaptive artificial intelligence, in which the game automatically adjusted the difficulty level according to the player's skill level, rate of fire, and the ship's current defensive status/capability.

Read more about this topic:  Dynamic Game Difficulty Balancing

Famous quotes containing the words video games, video and/or games:

    I recently learned something quite interesting about video games. Many young people have developed incredible hand, eye, and brain coordination in playing these games. The air force believes these kids will be our outstanding pilots should they fly our jets.
    Ronald Reagan (b. 1911)

    These people figured video was the Lord’s preferred means of communicating, the screen itself a kind of perpetually burning bush. “He’s in the de-tails,” Sublett had said once. “You gotta watch for Him close.”
    William Gibson (b. 1948)

    As long as lightly all their livelong sessions,
    Like a yardful of schoolboys out at recess
    Before their plays and games were organized,
    They yelling mix tag, hide-and-seek, hopscotch,
    And leapfrog in each other’s way all’s well.
    Robert Frost (1874–1963)