Personalized Dynamic Difficulty Adjustment -- Imitation Learning Meets Reinforcement Learning

Ronja Fuchs, Robin Gieseke, Alexander Dockhorn
8/13/2024
cs.AI

No official code found. Best implementation: ronjafuchs/ICE_AI (1 star, last commit 2024-08-12).

Abstract

Balancing game difficulty in video games is a key task to create interesting gaming experiences for players. Mismatching the game difficulty and a player's skill or commitment results in frustration or boredom on the player's side, and hence reduces time spent playing the game. In this work, we explore balancing game difficulty using machine learning-based agents to challenge players based on their current behavior. This is achieved by a combination of two agents, in which one learns to imitate the player, while the second is trained to beat the first. In our demo, we investigate the proposed framework for personalized dynamic difficulty adjustment of AI agents in the context of the fighting game AI competition.

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Code Implementations(1)

ronjafuchs/ICE_AICommunity100%

Demo of Personalized Dynamic Difficulty using the FightingICE Framework

10Shell, PythonJul 5, 20242 years ago

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Cite this paper

@article{fuchs2024personalized,
  title  = {Personalized Dynamic Difficulty Adjustment -- Imitation Learning Meets Reinforcement Learning},
  author = {Ronja Fuchs and Robin Gieseke and Alexander Dockhorn},
  year   = {2024},
  eprint = {2408.06818},
  archivePrefix = {arXiv},
  url    = {http://arxiv.org/abs/2408.06818v1}
}

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