Dynamic Game Difficulty Adjustment via Player Skill Estimation
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Solution Overview
Problem
Current computer-implemented games often fail to dynamically adjust gameplay difficulty in real-time based on individual player skill levels, leading to frustration for less proficient players and boredom for more skilled ones, as parameters like twitch response and collision avoidance are set for average players and do not adapt during gameplay.
Innovation Solution
Implementing a system that estimates a player's skill level through inputs during gameplay and dynamically adjusts gameplay variables such as twitch response and collision determination parameters, allowing for adaptive difficulty adjustment based on player performance, ensuring a more engaging experience by modifying parameters like frame overlap and object sizes.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If gameplay parameters are set for average players, then the game is accessible to a broad audience, but skilled players experience boredom while less proficient players experience frustration
Solution Approach 1:
The patent implements dynamic adjustment of gameplay parameters during runtime based on measured player skill levels. The system continuously monitors player performance and modifies parameters such as collision thresholds and response windows in real-time, transitioning from static predetermined values to dynamic adaptive values that respond to individual player capabilities.
Solution Approach 2:
The system changes physical or chemical state parameters of the game environment by modifying numerical values of gameplay parameters such as collision frame thresholds, response time windows, and object movement speeds. These parameter changes are automatically adjusted based on measured player skill metrics, allowing the game to adapt its difficulty without requiring manual configuration.
2Ease of operation
If gameplay parameters are fixed for average players, then game design is simplified, but player engagement decreases for both beginners and advanced players
Solution Approach 1:
The system performs self-adjustment by automatically measuring player skill through analysis of gameplay inputs and autonomously modifying gameplay parameters without requiring manual intervention. The game engine monitors player performance metrics such as collision avoidance success rates and response times, then automatically adjusts parameters to optimize the experience for each individual player.
Solution Approach 2:
The system implements a feedback loop where player performance is continuously monitored and measured, this information is processed to determine skill level, and then gameplay parameters are adjusted accordingly. The feedback mechanism creates a closed control system where player actions directly influence parameter adjustments in subsequent gameplay moments.
3Adaptability or versatility
If predetermined parameter values are used for all players, then development and testing are easier, but the game fails to provide personalized experience
Solution Approach 1:
The patent replaces manual skill assessment mechanisms with automated computational analysis of gameplay data. Instead of requiring explicit player skill declarations or manual evaluation, the system substitutes mechanical measurement of player inputs, collision patterns, and response times to infer skill level programmatically.
Solution Approach 2:
The system introduces an intermediary measurement layer that analyzes raw gameplay inputs and translates them into skill level metrics. This intermediary processing layer bridges the gap between raw player actions and parameter adjustment decisions, using statistical analysis of collision patterns and response behaviors to determine appropriate difficulty levels.
Data Source
AI summary
A system, a non-transitory machine-readable storage medium storing instructions, and a computer-implemented method to adjust twitch response and collision determination to a player's skill level is provided. Gameplay information of a computer-implemented game is accessed. The gameplay information including input information indicating one or more attributes of gameplay input provided by the player. A gameplay skill level of the player of the player is estimated based on the one or more gameplay input attributes. Based on the estimated gameplay skill level of the player, respective values of one or more gameplay parameters that determine on-screen behavior of virtual in-game objects are modified, thereby a gameplay difficulty level is modified.


