DocumentCode :
573989
Title :
Software design patterns for enabling auto dynamic difficulty in video games
Author :
Chowdhury, Muhammad Iftekher ; Katchabaw, Michael
Author_Institution :
Dept. of Comput. Sci., Univ. of Western Ontario, London, ON, Canada
fYear :
2012
fDate :
July 30 2012-Aug. 1 2012
Firstpage :
76
Lastpage :
80
Abstract :
Auto dynamic difficulty is the technique of automatically changing the level of difficulty of a video game in real time to match player expertise. In this paper, we describe a collection of software design patterns for enabling auto dynamic difficulty in video games. The benefits of a design pattern approach include more reusability and lower risk compared to traditional ad hoc approaches. We implemented these design patterns as a proof-of-concept prototype system using Pac-Man as a test-bed.
Keywords :
computer games; object-oriented programming; software reusability; Pac-Man; auto dynamic difficulty; player expertise; proof-of-concept prototype system; reusability; software design patterns; video games; Computers; Context; Detectors; Games; Monitoring; Production facilities; Software design; auto dynamic difficulty; game balancing; software design pattern;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computer Games (CGAMES), 2012 17th International Conference on
Conference_Location :
Louisville, KY
Print_ISBN :
978-1-4673-1120-5
Type :
conf
DOI :
10.1109/CGames.2012.6314555
Filename :
6314555
Link To Document :
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