AILGMay 15, 2020

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

arXiv:2005.07677v237 citations
AI Analysis

This addresses the need for dynamic difficulty adjustment in games to enhance player engagement by quickly tailoring levels, though it is incremental as it adapts existing methods to a new domain.

The paper tackles the problem of generating game levels with a specific target difficulty efficiently, achieving this in only a few trials using an Intelligent Trial-and-Error algorithm combined with Bayesian Optimization.

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

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