Dynamic game difficulty balancing
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Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a
video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
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.


Dynamic game elements

Some elements of a game that might be changed via dynamic difficulty balancing include: * Speed of enemies * Health of enemies * Frequency of enemies * Frequency of powerups * Power of player * Power of enemies * Duration of gameplay experience


Approaches

Different approaches are found in the literature to address dynamic game difficulty balancing. In all cases, it is necessary to measure, implicitly or explicitly, the difficulty the user is facing at a given moment. This measure can be performed by a
heuristic A heuristic or heuristic technique (''problem solving'', '' mental shortcut'', ''rule of thumb'') is any approach to problem solving that employs a pragmatic method that is not fully optimized, perfected, or rationalized, but is nevertheless ...
function, which some authors call "challenge function". This function maps a given game state into a value that specifies how easy or difficult the game feels to the user at a specific moment. Examples of heuristics used are: * The rate of successful shots or hits * The numbers of won and lost pieces * Life points * Evolution * Time to complete some task ... or any metric used to calculate a
game score Game score is a metric devised by Bill James as a rough overall gauge of a starting pitcher's performance in a baseball game. It is designed such that scores tend to range from 0–100, with an average performance being around 50 points. F ...
. Chris Crawford said "If I were to make a graph of a typical player's score as a function of time spent within the game, that graph should show a curve sloping smoothly and steadily upward. I describe such a game as having a positive monotonic curve". Games without such a curve seem "either too hard or too easy", he said. Hunicke and Chapman's approach controls the game environment settings in order to make challenges easier or harder. For example, if the game is too hard, the player gets more weapons, recovers life points faster, or faces fewer opponents. Although this approach may be effective, its application can result in implausible situations. A straightforward approach is to combine such "parameters manipulation" to some mechanisms to modify the behavior of the
non-player character A non-player character (NPC) is a character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster (or referee) rather than by a ...
s (characters controlled by the computer and usually modeled as intelligent agents). This adjustment, however, should be made with moderation, to avoid the 'rubber band' effect. One example of this effect in a racing game would involve the AI driver's vehicles becoming significantly faster when behind the player's vehicle, and significantly slower while in front, as if the two vehicles were connected by a large
rubber band A rubber band (also known as an elastic, gum band or lacky band) is a loop of rubber, usually ring or oval shaped, and commonly used to hold multiple objects together. The rubber band was patented in England on March 17, 1845, by Stephen Perry ...
. A traditional implementation of such an agent's intelligence is to use behavior rules, defined during
game development game development (sometimes shortened to gamedev) is the process of creating a video game. It is a multidisciplinary practice, involving programming, design, art, audio, user interface, and writing. Each of those may be made up of more specialize ...
. A typical rule in a
fighting game The fighting game video game genre, genre involves combat between multiple characters, often (but not limited to) one-on-one battles. Fighting game combat often features mechanics such as Blocking (martial arts), blocking, grappling, counter- ...
would state "punch opponent if he is reachable, chase him otherwise". Extending such an approach to include opponent modeling can be made through Spronck ''et al.''′s dynamic scripting, which assigns to each rule a
probability Probability is a branch of mathematics and statistics concerning events and numerical descriptions of how likely they are to occur. The probability of an event is a number between 0 and 1; the larger the probability, the more likely an e ...
of being picked. Rule weights can be dynamically updated throughout the game, accordingly to the opponent skills, leading to adaptation to the specific user. With a simple mechanism, rules can be picked that generate tactics that are neither too strong nor too weak for the current player. Andrade ''et al.'' divide the DGB problem into two dimensions: competence (learn as well as possible) and performance (act just as well as necessary). This dichotomy between competence and performance is well known and studied in
linguistics Linguistics is the scientific study of language. The areas of linguistic analysis are syntax (rules governing the structure of sentences), semantics (meaning), Morphology (linguistics), morphology (structure of words), phonetics (speech sounds ...
, as proposed by
Noam Chomsky Avram Noam Chomsky (born December 7, 1928) is an American professor and public intellectual known for his work in linguistics, political activism, and social criticism. Sometimes called "the father of modern linguistics", Chomsky is also a ...
.Chomsky, Noam. (1965). ''Aspects of the Theory of Syntax''. Cambridge, MA: MIT Press. Their approach faces both dimensions with
reinforcement learning Reinforcement learning (RL) is an interdisciplinary area of machine learning and optimal control concerned with how an intelligent agent should take actions in a dynamic environment in order to maximize a reward signal. Reinforcement learnin ...
(RL). Offline training is used to bootstrap the learning process. This can be done by letting the agent play against itself (self-learning), other pre-programmed agents, or human players. Then, online learning is used to continually adapt this initially built-in intelligence to each specific human opponent, in order to discover the most suitable strategy to play against him or her. Concerning performance, their idea is to find an adequate policy for choosing actions that provide a good game balance, i.e., actions that keep both agent and human player at approximately the same performance level. According to the difficulty the player is facing, the agent chooses actions with high or low expected performance. For a given situation, if the game level is too hard, the agent does not choose the optimal action (provided by the RL framework), but chooses progressively less and less suboptimal actions until its performance is as good as the player's. Similarly, if the game level becomes too easy, it will choose actions whose values are higher, possibly until it reaches the optimal performance. Demasi and Cruz built intelligent agents employing
genetic algorithm In computer science and operations research, a genetic algorithm (GA) is a metaheuristic inspired by the process of natural selection that belongs to the larger class of evolutionary algorithms (EA). Genetic algorithms are commonly used to g ...
s techniques to keep alive agents that best fit the user level. Online coevolution is used in order to speed up the learning process. Online coevolution uses pre-defined models (agents with good genetic features) as parents in the genetic operations, so that the evolution is biased by them. These models are constructed by offline training or by hand, when the agent genetic encoding is simple enough. Other work in the field of DGB is based on the hypothesis that the player-opponent interaction—rather than the audiovisual features, the context or the genre of the game—is the property that contributes the majority of the quality features of entertainment in a computer game. Based on this fundamental assumption, a metric for measuring the real time entertainment value of predator/prey games was introduced, and established as efficient and reliable by validation against human judgment. Further studies by Yannakakis and Hallam have shown that
artificial neural network In machine learning, a neural network (also artificial neural network or neural net, abbreviated ANN or NN) is a computational model inspired by the structure and functions of biological neural networks. A neural network consists of connected ...
s (ANN) and
fuzzy neural network In the field of artificial intelligence, the designation neuro-fuzzy refers to combinations of artificial neural networks and fuzzy logic. Overview Neuro-fuzzy hybridization results in a hybrid intelligent system that combines the human-like reas ...
s can extract a better estimator of player satisfaction than a human-designed one, given appropriate estimators of the challenge and curiosity (intrinsic qualitative factors for engaging gameplay according to Malone) of the game and data on human players' preferences. The approach of constructing user models of the player of a game that can predict the answers to which variants of the game are more or less ''fun'' is defined as ''Entertainment Modeling''. The model is usually constructed using
machine learning Machine learning (ML) is a field of study in artificial intelligence concerned with the development and study of Computational statistics, statistical algorithms that can learn from data and generalise to unseen data, and thus perform Task ( ...
techniques applied to game parameters derived from player-game interaction and/or statistical features of player's physiological signals recorded during play. This basic approach is applicable to a variety of games, both computer and physical.


Caveats

Designing a game that is fair without being predictable is difficult. Andrew Rollings and Ernest Adams cite an example of a game that changed the difficulty of each level based on how the player performed in several preceding levels. Players noticed this and developed a strategy to overcome challenging levels by deliberately playing badly in the levels before the difficult one. The authors stress the importance of covering up the existence of difficulty adaptation so that players are not aware of it.


Uses in video games

An early example of difficulty balancing can be found in '' Zanac'', developed in 1986 by Compile. The game featured a unique adaptive
artificial intelligence Artificial intelligence (AI) is the capability of computer, computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of re ...
, 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. Earlier than this can be found in Midway's 1975
Gun Fight ''Gun Fight'', known as in Japan and Europe, is a 1975 multidirectional shooter arcade video game designed by Tomohiro Nishikado, and released by Taito in Japan and Europe and by Midway in North America. Based around two Old West cowboys ar ...
coin-op game. This head-to-head shoot-em-up would aid whichever player had just been shot, by placing a fresh additional object, such as a Cactus plant, on their half of the play-field making it easier for them to hide. ''
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''s computer opponent slowly adapts over time to help players defeat it. Danielle Bunten designed both ''
M.U.L.E. ''M.U.L.E.'' is a multiplayer video game written for Atari 8-bit computers by Ozark Softscape. Designer Danielle Bunten Berry (credited as Dan Bunten) takes advantage of the four joystick ports of the Atari 400 and 800 to allow four-player si ...
'' and ''
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 strate ...
'' to dynamically balance gameplay between players. Random events are adjusted so that the player in first place is never lucky and the last-place player is never unlucky. The first ''
Crash Bandicoot ''Crash Bandicoot'' is a video game franchise originally developed by Naughty Dog as an exclusive for Sony's PlayStation console. It has seen numerous installments created by various developers and published on multiple platforms. The series c ...
'' game and its sequels make use of a "Dynamic Difficulty Adjustment" system, slowing down obstacles, giving extra hit points and adding continue points according to the player's number of deaths. According to the game's lead designer
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 ...
, the goal was to "help weaker players without changing the game for the better players". Both Insomniac Game's
Spyro the Dragon ''Spyro the Dragon'' is a 1998 platform game originally developed by Insomniac Games and published by Sony Computer Entertainment for the PlayStation. The first game in the ''Spyro'' series, it stars the title character, a young purple dragon ...
and
Ratchet and Clank ''Ratchet & Clank'' is a series of action-adventure platform and third-person shooter video games created and developed by Insomniac Games and published by Sony Interactive Entertainment. High Impact Games developed two installments for the P ...
series make use of dynamic difficulty with a system termed Automatic Challenge Tuning(ACT). In some cases, in the first released versions of these games, malfunctions in this system resulted in the player being unable to complete the game 100% due to programming oversights. 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. '' SiN Episodes'' released in 2006 featured a "Personal Challenge System" where the numbers and toughness of enemies faced would vary based on the performance of the player to ensure the level of challenge and pace of progression through the game. The developer,
Ritual Entertainment Ritual Entertainment was an American video game developer established in 1996 by Robert Atkins, Mark Dochtermann, Jim Dosé, Richard 'Levelord' Gray, Michael Hadwin, Harry Miller, and Tom Mustaine. Based in Dallas, Texas, Ritual Entertainment wa ...
, claimed that players with widely different levels of ability could finish the game within a small range of time of each other. In 2005, ''
Resident Evil 4 ''Resident Evil 4'' is a 2005 survival horror game developed and published by Capcom for the GameCube. Players control the special agent Leon S. Kennedy on a mission to rescue the US president's daughter, Ashley Graham (Resident Evil), Ashley ...
'' 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 player's performance on a number scale from 1 to 10, and adjusts both enemy behavior/attacks used and enemy damage/resistance based on the player's 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. ''
God Hand is a 2006 beat 'em up game developed by Clover Studio and published by Capcom for the PlayStation 2. It was released in Japan and North America in 2006, and in 2007 for PAL territories. It was re-released for the PlayStation 3 as a PS2 Classic ...
'', a 2006 video game developed by
Clover Studio was a Japanese video game developer founded by Capcom. The studio developed the PlayStation 2 port of '' Viewtiful Joe'', both versions of '' Viewtiful Joe 2'' for the GameCube and PlayStation 2, and the PS2 titles '' Ōkami'' and '' God Hand'' ...
, directed by ''Resident Evil 4'' director
Shinji Mikami is a Japanese video game designer, director, and video game producer, producer. Starting his career at Capcom in 1990, he has worked on many of the company's most successful games. He directed the Resident Evil (1996 video game), first installme ...
, and published by
Capcom is a Japanese video game company. It has created a number of critically acclaimed and List of best-selling video game franchises, multi-million-selling game franchises, with its most commercially successful being ''Resident Evil'', ''Monster ...
for the
PlayStation 2 The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Interactive Entertainment, Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October, in Europe on 24 Novembe ...
, features a meter during gameplay that regulates enemy intelligence and strength. This meter increases when the player successfully dodges and attacks opponents, and decreases when the player is hit. The meter is divided into four levels, with the hardest level called "Level DIE." The game also has three difficulties, with the easy difficulty only allowing the meter to ascend to level 2, while the hardest difficulty locks the meter to level DIE. This system also offers greater rewards when defeating enemies at higher levels. The 2008 video game ''
Left 4 Dead ''Left 4 Dead'' is a 2008 first-person shooter game developed by Valve South and published by Valve. It was originally released for Windows and Xbox 360 in November 2008 and for Mac OS X in October 2010, and is the first title in the '' Left 4 ...
'' uses an 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. The Director also determines how quickly players are moving through the level towards each objective; if it detects that players have remained in one place for too long or are not making enough progress, it will summon a horde of common infected to force any players and AI Characters present to move from their current location and combat the new threat. 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. ''
Madden NFL 09 ''Madden NFL 09'' is an American football video game based on the NFL that was published by EA Sports and developed by EA Tiburon. It is the 20th annual installment in the ''Madden NFL'' video game franchise. The game was released for the Ninten ...
'' introduces "Madden IQ", which begins with an optional test of the players knowledge of the sport, and abilities in various situations. The score is then used to control the game's difficulty. 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 ''Homeworld'' is a real-time strategy video game developed by Relic Entertainment and published by Sierra Studios on September 28, 1999, for Windows. Set in space, the science fiction game follows the Kushan exiles of the planet Kharak after t ...
'', 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 '' Fallout: New Vegas'' and ''
Fallout 3 ''Fallout 3'' is a 2008 action role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. The third major installment in the ''Fallout'' series, it is the first game to be developed by Bethesda after acquiring ...
'', 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 is a series of kart racing games based on the ''Mario (franchise), Mario'' franchise developed and published by Nintendo. Players compete in go-kart races while using various power-up item (game terminology), items. It features Characters in ...
'' series features 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 game's computer racers also adapt to the player's speed - slowing down when the leading player racer is too far behind the best computer racer, and vice versa - as the rival computer racers catch up to the player in first.


Alleged use to shape player buying behaviour

In 2020, a
class-action lawsuit A class action is a form of lawsuit. Class Action may also refer to: * ''Class Action'' (film), 1991, starring Gene Hackman and Mary Elizabeth Mastrantonio * Class Action (band), a garage house band * "Class Action" (''Teenage Robot''), a 2002 e ...
in the
United States District Court for the Northern District of California The United States District Court for the Northern District of California (in case citations, N.D. Cal.) is the federal United States district court whose jurisdiction comprises the following counties of California: Alameda, Contra Costa, De ...
accused game developer
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by former Apple Inc., Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry ...
of using its patented ''Dynamic Difficulty Adjustment'' technology in three of its
EA Sports EA Sports is a division of Electronic Arts that develops and publishes sports video games. Formerly a marketing gimmick of Electronic Arts, in which they imitated real-life sports networks by calling themselves the "EA Sports Network" (EASN) ...
franchises —
Madden NFL ''Madden NFL'' (known as ''John Madden Football'' until 1993) is an American football sports video game series developed by EA Orlando for EA Sports. The franchise, named after Pro Football Hall of Fame coach and commentator John Madden, has ...
,
FIFA The Fédération Internationale de Football Association (), more commonly known by its acronym FIFA ( ), is the international self-regulatory governing body of association football, beach soccer, and futsal. It was founded on 21 May 1904 to o ...
, and
NHL The National Hockey League (NHL; , ''LNH'') is a professional ice hockey league in North America composed of 32 teams25 in the United States and 7 in Canada. The NHL is one of the major professional sports leagues in the United States and Cana ...
— across all games ranging back to the 2017 versions. The plaintiffs say that EA uses this technology to push players into purchasing more loot boxes in the form of Player Packs, saying that it effectively makes even high-stat players not play as well as they should. The suit also notes that EA uses this technology without disclosing it to players, noting that EA has denied its use in the past in multiple games mentioned in the suit. When asked for comment on the allegations, EA called the claims "baseless" and that they "misrepresent our games." The plaintiffs voluntarily dismissed the lawsuit in 2021.


See also

*
Difficulty level Game balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness. Game balance consists of adjusting rewards, challenges, and/or elements of a game to create the intended pla ...
*
Nonlinear gameplay A video game with nonlinear gameplay presents players with challenges that can be completed in a number of different sequences. Each may take on (or even encounter) only some of the challenges possible, and the same challenges may be played in a ...
*
Game balance Game balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness. Game balance consists of adjusting rewards, challenges, and/or elements of a game to create the intended pl ...
*
Game artificial intelligence In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-playable characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part o ...
*
Flow (psychology) Flow in positive psychology, also known colloquially as being in the zone or locked in, is the mental state in which a person performing some activity is fully immersed in a feeling of energized Attention, focus, full involvement, and enjoyment ...
*
Nintendo Hard "Nintendo hard" is an informal term used to describe extreme difficulty in video games. It often refers to games with trial-and-error gameplay and limited or nonexistent saving of progress. The enduring term originated with Nintendo Entertainment S ...
*
FIFA (video game series) ''FIFA'' was a football video game franchise developed by EA Vancouver and EA Romania and published by EA Sports. As of 2011, the ''FIFA'' franchise has been localized into 18 languages and available in 51 countries. Listed in Guinness World Re ...


References


Further reading

* * *


External links

* {{DEFAULTSORT:Dynamic Game Difficulty Balancing Video game terminology