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  • 标题:Perception of Difficulty in 2D Platformers Using Graph Grammars
  • 本地全文:下载
  • 作者:Henry Fernandez ; Koji Mikami ; Kunio Kondo
  • 期刊名称:International Journal of Asia Digital Art and Design Association
  • 电子版ISSN:1738-8074
  • 出版年度:2018
  • 卷号:22
  • 期号:2
  • 页码:38-46
  • DOI:10.20668/adada.22.2_38
  • 语种:English
  • 出版社:アジアデジタルアートアンドデザイン学会
  • 摘要:This paper summarizes the findings of a study on difficulty perception conducted with players of 2D side-scrolling platformgames which level design is automatically created. The primary goal of our research, is to offer players a suitable experiencethat matches their abilities and the difficulty of the games they play. The study presented here was conducted to test thecalculations and formulas designed for a method that adapts the difficulty of a level according to the player skills throughlevel design. We created a new method that combines Dynamic Difficulty Adjustment and the principle of Graph Grammarsto create levels with a specific degree of difficulty, the novelty of our method lies on the use of Graph Grammars as a tool forcreating multipath levels in 2D platformers; an implementation of Graph Grammars applied to 2D platformers; the creationof formulas that numerically estimate difficulty and insights about the perception of difficulty. Results show that the difficultyestimation of our method and the difficulty perceived by participants of our experiment has a correlation coefficient of 0.75,with a linear relationship and a strong correlation between both variables, demonstrating that the approach is heading to theright direction. In addition, difficulty and performance have a correlation of -0.69, which shows an inversely proportionalrelationship, more difficult levels have lower performance than easier levels; for this particular research this was an expectedresult, confirming the method is doing the calculations properly.
  • 关键词:Game Design;Level Design;Game Development;Platformer;Procedural Content Generation;Dynamic Difficulty Adjustment;Player Experience;Graph Grammars;Difficulty;Performance;Experience Design
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