Difficulty Modelling in Mobile Puzzle Games: An Empirical Study on Different Methods to Combine Player Analytics and Simulated Data

Jeppe Theiss Kristensen, Paolo Burelli
1/30/2024
cs.AI

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Abstract

Difficulty is one of the key drivers of player engagement and it is often one of the aspects that designers tweak most to optimise the player experience; operationalising it is, therefore, a crucial task for game development studios. A common practice consists of creating metrics out of data collected by player interactions with the content; however, this allows for estimation only after the content is released and does not consider the characteristics of potential future players. In this article, we present a number of potential solutions for the estimation of difficulty under such conditions, and we showcase the results of a comparative study intended to understand which method and which types of data perform better in different scenarios. The results reveal that models trained on a combination of cohort statistics and simulated data produce the most accurate estimations of difficulty in all scenarios. Furthermore, among these models, artificial neural networks show the most consistent results.

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@article{kristensen2024difficulty,
  title  = {Difficulty Modelling in Mobile Puzzle Games: An Empirical Study on Different Methods to Combine Player Analytics and Simulated Data},
  author = {Jeppe Theiss Kristensen and Paolo Burelli},
  year   = {2024},
  eprint = {2401.17436},
  archivePrefix = {arXiv},
  url    = {http://arxiv.org/abs/2401.17436v1}
}

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