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Evaluating dynamic difficulty adaptivity
in shoot’em up games
Bruno Baère Pederassi Lomba de Araujo and Bruno Feijó
baere@icad.puc-rio.br, bfeijo@inf.puc-rio.br
Visionlab/ICAD - PUC-Rio
SBGames 2013
October 16th, 2013
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 1 / 35
Table of contents
1 Introduction
2 Previous work
3 Definitions
4 Dynamic Difficulty Adaptivity
5 Methodology
6 Results
7 Conclusion and future work
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 2 / 35
Table of contents
1 Introduction
2 Previous work
3 Definitions
4 Dynamic Difficulty Adaptivity
5 Methodology
6 Results
7 Conclusion and future work
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 3 / 35
Summary
Summary of this research:
Study of dynamic difficulty adaptivity and player modelling.
Study of previous work (industry and academia).
Implementation of a dynamic difficulty adaptive system for shoot’em up
games based on Charles and Black’s framework (Charles et al., 2005).
Tests with players (casual and hardcore): 35 subjects.
Evaluation of the dynamic difficulty adaptivity system from the perspective of
flow theory (Csikszentmihalyi, 1990) and the model of core elements of the
game experience (CEGE) (Cálvillo-Gámez et al., 2010).
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 4 / 35
Table of contents
1 Introduction
2 Previous work
3 Definitions
4 Dynamic Difficulty Adaptivity
5 Methodology
6 Results
7 Conclusion and future work
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 5 / 35
Previous work
First documented use of dynamic adaptivity in games: Zanac (Compile,
1986).
Dynamic adaptive system framework (Charles and Black, 2004; Charles et al.,
2005).
Player performance-driven powerups in FPS (Hunicke and Chapman, 2004;
Hunicke, 2005).
Adaptive pong for two players (Ibañez and Delgado-Mata, 2011).
Infinite adaptive Mario (Weber, 2010b; Weber, 2010a; Weber, 2010c).
Dynamic scripting (Spronck et al., 2006).
Fuzzy rules, fuzzy state machines, genetic algorithms (Demasi and Cruz,
2003a; Demasi and Cruz, 2003c; Demasi and Cruz, 2003b).
M5P classifier (Machado et al., 2011a).
Player modelling support for adapting the game (Yannakakis and
Maragoudakis, 2005; Yannakakis, 2008; Yannakakis and Hallam, 2008).
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 6 / 35
Commercial games
Some examples:
Figure: Left4Dead. Source: (Valve
Corporation, 2008).
Figure: GundeadliGne. Source: (Android,
2010).
Others include: Mario Kart 64 (Nintendo EAD, 1996), Max Payne
(Entertainment, 2001).
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 7 / 35
Table of contents
1 Introduction
2 Previous work
3 Definitions
4 Dynamic Difficulty Adaptivity
5 Methodology
6 Results
7 Conclusion and future work
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 8 / 35
Game
Game - Juul (2003)’s definition
Formal system of rules
Player exerts effort working with this rule set
Player is emotionally linked to the result
Game - Additional definitions
Fun: When players understand and dominate the challenges (Koster, 2004)
Boredom: Lack of new patterns (or challenges) or difficulty too high or too
low (Koster, 2004)
Anti-Buddhism: “Die and remember”, players sacrifice lives for the
knowledge gained in such way (Poole, 2007; Xavier, 2010)
Difficulty: Challenge-Skill relationship
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 9 / 35
Flow
(Csikszentmihalyi, 1990)
“. . . a feeling of complete
and energized focus in an
activity, with a high level of
enjoyment and fulfillment.”
(Schell, 2011). Figure: Flow channel. Extracted from
(Cowley et al., 2008).
Elements of flow
Clear objectives
No distractions
Direct feedback
Continuous challenge
Individual
Autotelic personality (seeks flow
state)
Skills proportional to the challenge
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 10 / 35
Player
Defining the player
Interacts with the game
Seeks fun (Huizinga, 2010; Koster, 2004)
Classifying the player
Demographic classifications (Schell, 2011, pp. 99–102), (Novak, 2011)
Psycho-types (Myers-Briggs, Bartle (1996), LeBlanc etc.)
Casual X Hardcore
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 11 / 35
Table of contents
1 Introduction
2 Previous work
3 Definitions
4 Dynamic Difficulty Adaptivity
5 Methodology
6 Results
7 Conclusion and future work
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 12 / 35
Dynamic Difficulty Adaptivity
What for?
Personalize the game experience by a dynamic factor such as player’s skills.
(Lopes and Bidarra, 2011).
Characteristics
Online X Offline
Requirements: (Andrade et al., 2006)
Identify and adapt to player skill
Perceive and register player evolution
Changes should be discrete and credible
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 13 / 35
Player Modelling
What is it?
Technique to infer higher order attributes from the player using game-play data so
the player can be classified.
Taxonomy proposals
(Machado et al., 2011b; Machado et al., 2011c).
(Smith et al., 2011).
How to do it?
Fuzzy models (Demasi and Cruz, 2003a).
Supervised learning (Missura and Gärtner, 2009).
Neural networks (Yannakakis and Maragoudakis, 2005; Pedersen et al., 2009;
Yannakakis, 2008; Yannakakis and Hallam, 2008).
Charles and Black’s framework (Charles and Black, 2004; Charles et al.,
2005).
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 14 / 35
Charles and Black’s framework
Figure: Charles and Black’s player modelling adaptive framework. Source: (Charles and
Black, 2004).
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 15 / 35
Table of contents
1 Introduction
2 Previous work
3 Definitions
4 Dynamic Difficulty Adaptivity
5 Methodology
6 Results
7 Conclusion and future work
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 16 / 35
Methodology
Game developed
Figure: Adaptive Shooter
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 17 / 35
Methodology
Shoot’em up game
Adaptive version x Non-adaptive version
Implementation of (Charles et al., 2005)’s framework.
3 lives
Initial setup for both versions: Easy, Medium, Hard
Enemies comes in waves (adaptivity occurs between waves in the adaptive
version)
Enemies variables controlled by difficulty:
V = {speed, shotDelay, halfRange} (1)
C++, Lua, ClanLib
Test group: 35 players
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 18 / 35
Adaptive algorithm
Based on (Charles and Black, 2004)’s framework
Adaptive method proposed by (Houlette, 2004).
Table: Player models implemented
Easy Medium Hard
Min Max Min Max Min Max
Accuracy 0.0 0.3 0.3 0.6 0.6 1.0
Lives variation 0.6 1.0 0.3 0.6 0.0 0.3
Enemies per wave 0.0 0.3 0.3 0.6 0.6 1.0
Enemies total 0.0 0.3 0.3 0.6 0.6 1.0
Total 0.6 1.9 1.2 2.4 1.8 3.3
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 19 / 35
Adaptive algorithm
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 20 / 35
Adaptive system
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 21 / 35
Adaptive system
Figure: Superposition of our system to Charles and Black (2004)’s framework.
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 22 / 35
Evaluating with player testing
Population: 35 players
Following Fullerton et al. (2008)’s recommendations.
Players tested both versions of the game, not knowing which version was
being played each time. First version was exchanged between players to avoid
learning bias.
Three steps:
Pre-test questionnaire: player self-evaluates as casual or hardcore.
Versions playtest followed each by a post-game experience questionnaire.
Interview to assess subjective and qualitative data, following Hoonhout
(2008)’s recommendation.
Post-game experience questionnaire used the CEGE framework
(Cálvillo-Gámez, 2009; Cálvillo-Gámez et al., 2010) for evaluation of game
experience.
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 23 / 35
Core elements of game experience (CEGE) framework
Used to detect which version gave the player the best experience in terms of
those elements
38-item questionnaire in a 7-point Likert scale that evaluates to 2 scales
Table: Relationship between questionnaire questions and game experience factors,
adapted from Cálvillo-Gámez et al., 2010, p. 65.
Items Factor
1, 4, 5 Enjoyment
2, 3 Frustration
6–38 Core Elements of Game Experience
6–25, 38 Puppetry
26–37 Videogame
6–12, 25, 28 Control
13–18 Facilitators
19–25 Ownership
26–31 Environment
32–37 Game-play
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 24 / 35
Table of contents
1 Introduction
2 Previous work
3 Definitions
4 Dynamic Difficulty Adaptivity
5 Methodology
6 Results
7 Conclusion and future work
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 25 / 35
Results
Table: Participants summary - Sex, Classification
Participants
Total Male Female Casual Hardcore Non-player
35 16 19 18 16 1
% 46% 54% 51% 46% 3%
The self-classified non-player was considered casual for the rest of the
analysis.
Analysis considered the players divided between casual and hardcore
Version 1 refers to the adaptive version of the game.
Version 2 refers to the non-adaptive version of the game.
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 26 / 35
Results - Hardcore players
Table: Comparison of CEGE scales for hardcore players
Comparison of CEGE scales for hardcore players
Version 1 Version 2
Factors Sum Mean Sum Mean Difference %
Scale1
Enjoyment 281 5,8542 285 5,9375 -1,40%
Frustration 74 2,3125 85 2,6563 -12,94%
CEGE 2925 5,5398 2880 5,4545 1,56%
Puppetry 1775 5,2827 1756 5,2262 1,08%
Video-game 1150 5,9896 1124 5,8542 2,31%
Scale2
Control 866 6,0139 859 5,9653 0,81%
Facilitators 478 4,9792 477 4,9688 0,21%
Ownership 529 4,7232 511 4,5625 3,52%
Environment 592 6,1667 566 5,8958 4,59%
Game-play 558 5,8125 558 5,8125 0,00%
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 27 / 35
Results - Hardcore players
The adaptive version had a lower Frustration score than the non-adaptive for
hardcore players, although there was no significant difference in Enjoyment.
The difficulty surge when there was a change in enemies difficulty maintains
the hardcore players interest in the game.
Hardcore player’s intrinsic characteristics and autotelic personality explain
this result.
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 28 / 35
Results - Casual players
Table: Comparison of CEGE scales for casual players
Comparison of CEGE scales for casual players
Version 1 Version 2
Factors Sum Mean Sum Mean Difference %
Scale1
Enjoyment 311 5,759259 336 6,222222 -7,44%
Frustration 73 2,027778 68 1,888889 7,35%
CEGE 3145 5,294613 3157 5,314815 -0,38%
Puppetry 1869 4,944444 1870 4,94709 -0,05%
Video-game 1276 5,907407 1287 5,958333 -0,85%
Scale2
Control 923 5,697531 910 5,617284 1,43%
Facilitators 483 4,472222 489 4,527778 -1,23%
Ownership 550 4,365079 546 4,333333 0,73%
Environment 637 5,898148 650 6,018519 -2,00%
Game-play 639 5,916667 637 5,898148 0,31%
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 29 / 35
Results - Casual players
The adaptive version was more frustrating for casual players. Both low score
in Enjoyment and high score in Frustration show this.
Shoot’em up genre has its peculiarities that may hinder casual players
enjoyment.
The characteristics that make a game enjoyable and interesting for hardcore
players are considered too hard and unencouraging for causal players
(Fortugno, 2008).
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 30 / 35
Results - Game ending
12 players reached the end of the adaptive version
8 players reached the end of the non-adaptive version
Among the players who finished the game, 7 of 12 (58%) said that they
observed a difference in difficulty level although only 3 of the whole 35 (8%)
detected actual difficulty changes.
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 31 / 35
Table of contents
1 Introduction
2 Previous work
3 Definitions
4 Dynamic Difficulty Adaptivity
5 Methodology
6 Results
7 Conclusion and future work
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 32 / 35
Conclusion
Our results support the common-sense idea that hardcore players have a
better assimilation of the gaming experience.
Casual players presented a tendency to prefer the non-adaptive version.
“However, it is the rare player who is persistent enough to win the
game, mastering all levels. Most players eventually reach a level where
they spend so much time in the frustration zone that they give up on the
game.” Schell, 2011, p. 121.
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 33 / 35
Contributions and future work
Contributions
Implementation and case-study of Charles and Black adaptive framework.
An efficient implementation of an adaptive shoot’em up game with online
learning.
Evaluation of dynamic difficulty adaptivity with casual and hardcore players,
showing that hardcore players experience can benefit from the use of dynamic
difficulty adaptivity
Future work
Test with other game genres. Shoot’em up is a niche game genre and further
research should consider other game genres and their idiosyncrasies in
implementing a dynamic difficulty adaptive system.
Study the possibility of including dynamic adaptivity in interactive storytelling
media.
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 34 / 35
Evaluating dynamic difficulty adaptivity
in shoot’em up games
Bruno Baère Pederassi Lomba de Araujo and Bruno Feijó
baere@icad.puc-rio.br, bfeijo@inf.puc-rio.br
Visionlab/ICAD - PUC-Rio
SBGames 2013
October 16th, 2013
Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 35 / 35

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Evaluating dynamic difficulty adaptivity in shoot'em up games - SBGames 2013

  • 1. Evaluating dynamic difficulty adaptivity in shoot’em up games Bruno Baère Pederassi Lomba de Araujo and Bruno Feijó baere@icad.puc-rio.br, bfeijo@inf.puc-rio.br Visionlab/ICAD - PUC-Rio SBGames 2013 October 16th, 2013 Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 1 / 35
  • 2. Table of contents 1 Introduction 2 Previous work 3 Definitions 4 Dynamic Difficulty Adaptivity 5 Methodology 6 Results 7 Conclusion and future work Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 2 / 35
  • 3. Table of contents 1 Introduction 2 Previous work 3 Definitions 4 Dynamic Difficulty Adaptivity 5 Methodology 6 Results 7 Conclusion and future work Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 3 / 35
  • 4. Summary Summary of this research: Study of dynamic difficulty adaptivity and player modelling. Study of previous work (industry and academia). Implementation of a dynamic difficulty adaptive system for shoot’em up games based on Charles and Black’s framework (Charles et al., 2005). Tests with players (casual and hardcore): 35 subjects. Evaluation of the dynamic difficulty adaptivity system from the perspective of flow theory (Csikszentmihalyi, 1990) and the model of core elements of the game experience (CEGE) (Cálvillo-Gámez et al., 2010). Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 4 / 35
  • 5. Table of contents 1 Introduction 2 Previous work 3 Definitions 4 Dynamic Difficulty Adaptivity 5 Methodology 6 Results 7 Conclusion and future work Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 5 / 35
  • 6. Previous work First documented use of dynamic adaptivity in games: Zanac (Compile, 1986). Dynamic adaptive system framework (Charles and Black, 2004; Charles et al., 2005). Player performance-driven powerups in FPS (Hunicke and Chapman, 2004; Hunicke, 2005). Adaptive pong for two players (Ibañez and Delgado-Mata, 2011). Infinite adaptive Mario (Weber, 2010b; Weber, 2010a; Weber, 2010c). Dynamic scripting (Spronck et al., 2006). Fuzzy rules, fuzzy state machines, genetic algorithms (Demasi and Cruz, 2003a; Demasi and Cruz, 2003c; Demasi and Cruz, 2003b). M5P classifier (Machado et al., 2011a). Player modelling support for adapting the game (Yannakakis and Maragoudakis, 2005; Yannakakis, 2008; Yannakakis and Hallam, 2008). Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 6 / 35
  • 7. Commercial games Some examples: Figure: Left4Dead. Source: (Valve Corporation, 2008). Figure: GundeadliGne. Source: (Android, 2010). Others include: Mario Kart 64 (Nintendo EAD, 1996), Max Payne (Entertainment, 2001). Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 7 / 35
  • 8. Table of contents 1 Introduction 2 Previous work 3 Definitions 4 Dynamic Difficulty Adaptivity 5 Methodology 6 Results 7 Conclusion and future work Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 8 / 35
  • 9. Game Game - Juul (2003)’s definition Formal system of rules Player exerts effort working with this rule set Player is emotionally linked to the result Game - Additional definitions Fun: When players understand and dominate the challenges (Koster, 2004) Boredom: Lack of new patterns (or challenges) or difficulty too high or too low (Koster, 2004) Anti-Buddhism: “Die and remember”, players sacrifice lives for the knowledge gained in such way (Poole, 2007; Xavier, 2010) Difficulty: Challenge-Skill relationship Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 9 / 35
  • 10. Flow (Csikszentmihalyi, 1990) “. . . a feeling of complete and energized focus in an activity, with a high level of enjoyment and fulfillment.” (Schell, 2011). Figure: Flow channel. Extracted from (Cowley et al., 2008). Elements of flow Clear objectives No distractions Direct feedback Continuous challenge Individual Autotelic personality (seeks flow state) Skills proportional to the challenge Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 10 / 35
  • 11. Player Defining the player Interacts with the game Seeks fun (Huizinga, 2010; Koster, 2004) Classifying the player Demographic classifications (Schell, 2011, pp. 99–102), (Novak, 2011) Psycho-types (Myers-Briggs, Bartle (1996), LeBlanc etc.) Casual X Hardcore Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 11 / 35
  • 12. Table of contents 1 Introduction 2 Previous work 3 Definitions 4 Dynamic Difficulty Adaptivity 5 Methodology 6 Results 7 Conclusion and future work Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 12 / 35
  • 13. Dynamic Difficulty Adaptivity What for? Personalize the game experience by a dynamic factor such as player’s skills. (Lopes and Bidarra, 2011). Characteristics Online X Offline Requirements: (Andrade et al., 2006) Identify and adapt to player skill Perceive and register player evolution Changes should be discrete and credible Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 13 / 35
  • 14. Player Modelling What is it? Technique to infer higher order attributes from the player using game-play data so the player can be classified. Taxonomy proposals (Machado et al., 2011b; Machado et al., 2011c). (Smith et al., 2011). How to do it? Fuzzy models (Demasi and Cruz, 2003a). Supervised learning (Missura and Gärtner, 2009). Neural networks (Yannakakis and Maragoudakis, 2005; Pedersen et al., 2009; Yannakakis, 2008; Yannakakis and Hallam, 2008). Charles and Black’s framework (Charles and Black, 2004; Charles et al., 2005). Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 14 / 35
  • 15. Charles and Black’s framework Figure: Charles and Black’s player modelling adaptive framework. Source: (Charles and Black, 2004). Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 15 / 35
  • 16. Table of contents 1 Introduction 2 Previous work 3 Definitions 4 Dynamic Difficulty Adaptivity 5 Methodology 6 Results 7 Conclusion and future work Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 16 / 35
  • 17. Methodology Game developed Figure: Adaptive Shooter Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 17 / 35
  • 18. Methodology Shoot’em up game Adaptive version x Non-adaptive version Implementation of (Charles et al., 2005)’s framework. 3 lives Initial setup for both versions: Easy, Medium, Hard Enemies comes in waves (adaptivity occurs between waves in the adaptive version) Enemies variables controlled by difficulty: V = {speed, shotDelay, halfRange} (1) C++, Lua, ClanLib Test group: 35 players Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 18 / 35
  • 19. Adaptive algorithm Based on (Charles and Black, 2004)’s framework Adaptive method proposed by (Houlette, 2004). Table: Player models implemented Easy Medium Hard Min Max Min Max Min Max Accuracy 0.0 0.3 0.3 0.6 0.6 1.0 Lives variation 0.6 1.0 0.3 0.6 0.0 0.3 Enemies per wave 0.0 0.3 0.3 0.6 0.6 1.0 Enemies total 0.0 0.3 0.3 0.6 0.6 1.0 Total 0.6 1.9 1.2 2.4 1.8 3.3 Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 19 / 35
  • 20. Adaptive algorithm Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 20 / 35
  • 21. Adaptive system Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 21 / 35
  • 22. Adaptive system Figure: Superposition of our system to Charles and Black (2004)’s framework. Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 22 / 35
  • 23. Evaluating with player testing Population: 35 players Following Fullerton et al. (2008)’s recommendations. Players tested both versions of the game, not knowing which version was being played each time. First version was exchanged between players to avoid learning bias. Three steps: Pre-test questionnaire: player self-evaluates as casual or hardcore. Versions playtest followed each by a post-game experience questionnaire. Interview to assess subjective and qualitative data, following Hoonhout (2008)’s recommendation. Post-game experience questionnaire used the CEGE framework (Cálvillo-Gámez, 2009; Cálvillo-Gámez et al., 2010) for evaluation of game experience. Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 23 / 35
  • 24. Core elements of game experience (CEGE) framework Used to detect which version gave the player the best experience in terms of those elements 38-item questionnaire in a 7-point Likert scale that evaluates to 2 scales Table: Relationship between questionnaire questions and game experience factors, adapted from Cálvillo-Gámez et al., 2010, p. 65. Items Factor 1, 4, 5 Enjoyment 2, 3 Frustration 6–38 Core Elements of Game Experience 6–25, 38 Puppetry 26–37 Videogame 6–12, 25, 28 Control 13–18 Facilitators 19–25 Ownership 26–31 Environment 32–37 Game-play Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 24 / 35
  • 25. Table of contents 1 Introduction 2 Previous work 3 Definitions 4 Dynamic Difficulty Adaptivity 5 Methodology 6 Results 7 Conclusion and future work Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 25 / 35
  • 26. Results Table: Participants summary - Sex, Classification Participants Total Male Female Casual Hardcore Non-player 35 16 19 18 16 1 % 46% 54% 51% 46% 3% The self-classified non-player was considered casual for the rest of the analysis. Analysis considered the players divided between casual and hardcore Version 1 refers to the adaptive version of the game. Version 2 refers to the non-adaptive version of the game. Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 26 / 35
  • 27. Results - Hardcore players Table: Comparison of CEGE scales for hardcore players Comparison of CEGE scales for hardcore players Version 1 Version 2 Factors Sum Mean Sum Mean Difference % Scale1 Enjoyment 281 5,8542 285 5,9375 -1,40% Frustration 74 2,3125 85 2,6563 -12,94% CEGE 2925 5,5398 2880 5,4545 1,56% Puppetry 1775 5,2827 1756 5,2262 1,08% Video-game 1150 5,9896 1124 5,8542 2,31% Scale2 Control 866 6,0139 859 5,9653 0,81% Facilitators 478 4,9792 477 4,9688 0,21% Ownership 529 4,7232 511 4,5625 3,52% Environment 592 6,1667 566 5,8958 4,59% Game-play 558 5,8125 558 5,8125 0,00% Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 27 / 35
  • 28. Results - Hardcore players The adaptive version had a lower Frustration score than the non-adaptive for hardcore players, although there was no significant difference in Enjoyment. The difficulty surge when there was a change in enemies difficulty maintains the hardcore players interest in the game. Hardcore player’s intrinsic characteristics and autotelic personality explain this result. Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 28 / 35
  • 29. Results - Casual players Table: Comparison of CEGE scales for casual players Comparison of CEGE scales for casual players Version 1 Version 2 Factors Sum Mean Sum Mean Difference % Scale1 Enjoyment 311 5,759259 336 6,222222 -7,44% Frustration 73 2,027778 68 1,888889 7,35% CEGE 3145 5,294613 3157 5,314815 -0,38% Puppetry 1869 4,944444 1870 4,94709 -0,05% Video-game 1276 5,907407 1287 5,958333 -0,85% Scale2 Control 923 5,697531 910 5,617284 1,43% Facilitators 483 4,472222 489 4,527778 -1,23% Ownership 550 4,365079 546 4,333333 0,73% Environment 637 5,898148 650 6,018519 -2,00% Game-play 639 5,916667 637 5,898148 0,31% Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 29 / 35
  • 30. Results - Casual players The adaptive version was more frustrating for casual players. Both low score in Enjoyment and high score in Frustration show this. Shoot’em up genre has its peculiarities that may hinder casual players enjoyment. The characteristics that make a game enjoyable and interesting for hardcore players are considered too hard and unencouraging for causal players (Fortugno, 2008). Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 30 / 35
  • 31. Results - Game ending 12 players reached the end of the adaptive version 8 players reached the end of the non-adaptive version Among the players who finished the game, 7 of 12 (58%) said that they observed a difference in difficulty level although only 3 of the whole 35 (8%) detected actual difficulty changes. Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 31 / 35
  • 32. Table of contents 1 Introduction 2 Previous work 3 Definitions 4 Dynamic Difficulty Adaptivity 5 Methodology 6 Results 7 Conclusion and future work Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 32 / 35
  • 33. Conclusion Our results support the common-sense idea that hardcore players have a better assimilation of the gaming experience. Casual players presented a tendency to prefer the non-adaptive version. “However, it is the rare player who is persistent enough to win the game, mastering all levels. Most players eventually reach a level where they spend so much time in the frustration zone that they give up on the game.” Schell, 2011, p. 121. Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 33 / 35
  • 34. Contributions and future work Contributions Implementation and case-study of Charles and Black adaptive framework. An efficient implementation of an adaptive shoot’em up game with online learning. Evaluation of dynamic difficulty adaptivity with casual and hardcore players, showing that hardcore players experience can benefit from the use of dynamic difficulty adaptivity Future work Test with other game genres. Shoot’em up is a niche game genre and further research should consider other game genres and their idiosyncrasies in implementing a dynamic difficulty adaptive system. Study the possibility of including dynamic adaptivity in interactive storytelling media. Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 34 / 35
  • 35. Evaluating dynamic difficulty adaptivity in shoot’em up games Bruno Baère Pederassi Lomba de Araujo and Bruno Feijó baere@icad.puc-rio.br, bfeijo@inf.puc-rio.br Visionlab/ICAD - PUC-Rio SBGames 2013 October 16th, 2013 Bruno Baère (PUC-Rio) Adaptive Difficulty in Games SBGames 2013 35 / 35