Adaptive Difficulty System
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Adaptive Difficulty System
Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA) or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard). The goal of dynamic difficulty balancing is to keep the user interested from the beginning to the end, providing a good level of challenge. Traditionally, game difficulty increases steadily along the course of the game (either in a smooth linear fashion, or through steps represented by levels). The parameters of this increase (rate, frequency, starting levels) can only be modulated at the beginning of the experience by selecting a difficulty level. Still, this can lead to a frustrating experience for both experienced and inexperienced gamers, as they attempt to follow a preselected learning or difficulty curves poses many ...
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Video Game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their platform, which include arcade video games, console games, and personal computer (PC) games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote c ...
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Artificial Neural Network
Artificial neural networks (ANNs), usually simply called neural networks (NNs) or neural nets, are computing systems inspired by the biological neural networks that constitute animal brains. An ANN is based on a collection of connected units or nodes called artificial neurons, which loosely model the neurons in a biological brain. Each connection, like the synapses in a biological brain, can transmit a signal to other neurons. An artificial neuron receives signals then processes them and can signal neurons connected to it. The "signal" at a connection is a real number, and the output of each neuron is computed by some non-linear function of the sum of its inputs. The connections are called ''edges''. Neurons and edges typically have a ''weight'' that adjusts as learning proceeds. The weight increases or decreases the strength of the signal at a connection. Neurons may have a threshold such that a signal is sent only if the aggregate signal crosses that threshold. Typically ...
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Flow (psychology)
In positive psychology, a flow state, also known colloquially as being in the zone, is the mental state in which a person performing some activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity. In essence, flow is characterized by the complete absorption in what one does, and a resulting transformation in one's sense of time. Flow is the melting together of action and consciousness; the state of finding a balance between a skill and how challenging that task is. It requires a high level of concentration, however, it should be effortless. Flow is used as a coping skill for stress and anxiety when productively pursuing a form of leisure that matches one's skill set. Named by the psychologist Mihály Csíkszentmihályi in 1975, the concept has been widely referred to across a variety of fields (and is particularly well recognized in occupational therapy), though the concept has been claimed to have existed for thou ...
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Flow (video Game)
''Flow'' (stylized as ''flOw'') is an independent video game created by Jenova Chen and Nicholas Clark. Originally released as a free Flash game in 2006 to accompany Chen's master's thesis, it was reworked into a 2007 PlayStation 3 game by his development studio, Thatgamecompany, with assistance from Santa Monica Studio. SuperVillain Studios developed a PlayStation Portable version of the game in 2008, and PlayStation 4 and PlayStation Vita versions in 2013. In ''Flow'', the player navigates a series of two-dimensional (2D) planes with an aquatic microorganism that evolves by consuming other microorganisms. The game's design is based on Chen's research into dynamic difficulty adjustment at the University of Southern California's Interactive Media Division, and on psychologist Mihaly Csikszentmihalyi's theoretical concept of mental immersion or flow. The Flash version of ''Flow'' received 100,000 downloads within its first two weeks of release, and had been played over 3.5&nb ...
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Jason Rubin
Jason Rubin (born 1970) is an American video game director, writer, and comic book creator. He is best known for the ''Crash Bandicoot'' and ''Jak and Daxter'' series of games which were produced by Naughty Dog, the game development studio he co-founded with partner and childhood friend Andy Gavin in 1986. He was the president of THQ before its closure due to bankruptcy on January 23, 2013. Rubin is the vice president of Metaverse Content at Meta Platforms. Career Rubin and Andy Gavin formed Naughty Dog in 1986. Later that year, they published their first game together — a budgetware title called Ski Crazed. In 1989, Rubin and Gavin sold their first game to Electronic Arts: a role-playing game called ''Keef the Thief''. While Gavin was an undergraduate in Haverford College and Rubin was attending the University of Michigan, they collaborated with each other on their next title: a role-playing game called ''Rings of Power''. The game began as a PC title, but during mee ...
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Crash Bandicoot (video Game)
''Crash Bandicoot'' is a 1996 platform video game developed by Naughty Dog and published by Sony Computer Entertainment for the PlayStation. The game's premise chronicles the creation of the titular Crash, a bandicoot who has been uplifted by the mad scientist Doctor Neo Cortex. The story follows Crash as he aims to prevent Cortex's plans for world domination and rescue his girlfriend Tawna, a female bandicoot also created by Cortex. The game is played from a third-person perspective in which the camera trails behind Crash, though some levels showcase forward-scrolling and side-scrolling perspectives. After accepting a publishing deal from Universal Interactive Studios, Naughty Dog co-founders Andy Gavin and Jason Rubin set a goal to create a character-based action-platform game from a three-dimensional perspective, having observed the graphical trend in video games during a cross-country road trip. Upon meeting, Naughty Dog and Universal Interactive chose to develop the game ...
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Global Conquest
''Global Conquest'' is a video game published by Microplay Software in 1992 for IBM PC compatibles. It is a version of ''Empire'' with numerous gameplay upgrades and a multi-player mode supported via modems. Plot ''Global Conquest'' is a strategy game where the object is to discover territories and conquer the world through strategy and management of military and economic resources. The game always involves four opponents, which may be controlled by the computer or human players, and can be played via modem. The world is generated for every game, with the environment composed of oceans, plains, forests, swamps, or mountains, to which the players add units such as infantry, armor, subs, airplanes, battleships, and aircraft carriers. Players start with, and can manufacture, a spy unit that can not only steal secrets but can see with wide-ranging eyes. A player's ''Comcen'' is the most powerful piece, and a player is out of the game upon losing the ''Comcen''. A player's collectio ...
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