DocumentCode
3541755
Title
Bringing auto dynamic difficulty to commercial games: A reusable design pattern based approach
Author
Chowdhury, Muhammad Iftekher ; Katchabaw, Michael
Author_Institution
Dept. of Comput. Sci., Univ. of Western Ontario, London, ON, Canada
fYear
2013
fDate
July 30 2013-Aug. 1 2013
Firstpage
103
Lastpage
110
Abstract
Auto dynamic difficulty (ADD) is the technique of automatically changing the level of difficulty of a video game in real time to match player expertise. Recreating an ADD system on a game-by-game basis is both expensive and time consuming; ultimately limiting its usefulness. Thus, we leverage the benefits of software design patterns to construct an ADD framework. In this paper, we demonstrate that the usage of these design patterns and this framework results in a reusable approach, both in terms of source code and process, based on our experiences with the commercial sandbox game Minecraft. We also discuss the benefits of adopting such an approach in terms of improved software quality and optimized development practices.
Keywords
computer games; object-oriented programming; software quality; software reusability; ADD framework; ADD system; auto dynamic difficulty; commercial games; commercial sandbox game Minecraft; game-by-game basis; optimized development practices; player expertise; reusable design pattern; software design patterns; software quality; source code; video game difficulty level; Computers; Data structures; Detectors; Games; Measurement; Production facilities; Software design; auto dynamic difficulty; case study; game balancing; software design patterns; subjective difficulty; video game;
fLanguage
English
Publisher
ieee
Conference_Titel
Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES), 2013 18th International Conference on
Conference_Location
Louisville, KY
Print_ISBN
978-1-4799-0818-9
Type
conf
DOI
10.1109/CGames.2013.6632615
Filename
6632615
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