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
Link To Document :
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