Dynamic Difficulty Adjustment on MOBA Games

by   Mirna Paula Silva, et al.

This paper addresses the dynamic difficulty adjustment on MOBA games as a way to improve the player's entertainment. Although MOBA is currently one of the most played genres around the world, it is known as a game that offer less autonomy, more challenges and consequently more frustration. Due to these characteristics, the use of a mechanism that performs the difficulty balance dynamically seems to be an interesting alternative to minimize and/or avoid that players experience such frustrations. In this sense, this paper presents a dynamic difficulty adjustment mechanism for MOBA games. The main idea is to create a computer controlled opponent that adapts dynamically to the player performance, trying to offer to the player a better game experience. This is done by evaluating the performance of the player using a metric based on some game features and switching the difficulty of the opponent's artificial intelligence behavior accordingly. Quantitative and qualitative experiments were performed and the results showed that the system is capable of adapting dynamically to the opponent's skills. In spite of that, the qualitative experiments with users showed that the player's expertise has a greater influence on the perception of the difficulty level and dynamic adaptation.


page 9

page 11

page 13

page 30


Colwell's Castle Defence: A Custom Game Using Dynamic Difficulty Adjustment to Increase Player Enjoyment

Dynamic Difficulty Adjustment (DDA) is a mechanism used in video games t...

Continuous Reinforcement Learning-based Dynamic Difficulty Adjustment in a Visual Working Memory Game

Dynamic Difficulty Adjustment (DDA) is a viable approach to enhance a pl...

Exploring Dynamic Difficulty Adjustment in Videogames

Videogames are nowadays one of the biggest entertainment industries in t...

DL-DDA – Deep Learning based Dynamic Difficulty Adjustment with UX and Gameplay constraints

Dynamic difficulty adjustment (DDA) is a process of automatically changi...

Fast Game Content Adaptation Through Bayesian-based Player Modelling

In games, as well as many user-facing systems, adapting content to users...

Statistical Modelling of Level Difficulty in Puzzle Games

Successful and accurate modelling of level difficulty is a fundamental c...

A Fuzzy Control System for Inductive Video Games

It has been shown that the emotional state of students has an important ...

Please sign up or login with your details

Forgot password? Click here to reset