Finding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-Error
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Abstract (arXiv)
Methods for dynamic difficulty adjustment allow games to be tailored to particular players to maximize their engagement. However, current methods often only modify a limited set of game features such as the difficulty of the opponents, or the availability of resources. Other approaches, such as experience-driven Procedural Content Generation (PCG), can generate complete levels with desired properties such as levels that are neither too hard nor too easy, but require many iterations. This paper presents a method that can generate and search for complete levels with a specific target difficulty in only a few trials. This advance is enabled by through an Intelligent Trial-and-Error algorithm, originally developed to allow robots to adapt quickly. Our algorithm first creates a large variety of different levels that vary across predefined dimensions such as leniency or map coverage. The performance of an AI playing agent on these maps gives a proxy for how difficult the level would be for another AI agent (e.g. one that employs Monte Carlo Tree Search instead of Greedy Tree Search); using this information, a Bayesian Optimization procedure is deployed, updating the difficulty of the prior map to reflect the ability of the agent. The approach can reliably find levels with a specific target difficulty for a variety of planning agents in only a few trials, while maintaining an understanding of their skill landscape.
Key facts. Cited by 14 papers in the map (data through 14 Oct 2026). First posted on arXiv 15 May 2020.
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Citing papers per year: 2021: 5; 2022: 4; 2023: 2; 2024: 1; 2025: 0; 2026: 2.
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- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencodercited by 27
- 2023Games for Artificial Intelligence Research: A Review and Perspectivescited by 14
- 2022Online Damage Recovery for Physical Robots with Hierarchical Quality-Diversitycited by 7
- 2022Hierarchical Quality-Diversity for Online Damage Recoverycited by 5
- 2021Fast Game Content Adaptation Through Bayesian-based Player Modellingcited by 3
- 2021Statistical Modelling of Level Difficulty in Puzzle Gamescited by 3
- 2021Dynamic Difficulty Adjustment in Virtual Reality Exergames through Experience-driven Procedural Content Generationcited by 3
- 2024Generative Design through Quality-Diversity Data Synthesis and Language Modelscited by 3
- 2022Personalized Game Difficulty Prediction Using Factorization Machinescited by 2
- 2022Towards Objective Metrics for Procedurally Generated Video Game Levelscited by 1
- 2021Rinascimento: searching the behaviour space of Splendorcited by 0
- 2023Level Assembly as a Markov Decision Processcited by 0
2 more
- 2026Procedural Generation of First Person Shooter Maps using Map-Elites28 May 2026
- 2026Quality-Diversity Optimization as Multi-Objective Optimization31 Jan 2026
- 2024Generative Design through Quality-Diversity Data Synthesis and Language Models16 May 2024
- 2023Level Assembly as a Markov Decision Process27 Apr 2023
- 2023Games for Artificial Intelligence Research: A Review and Perspectives26 Apr 2023
- 2022Online Damage Recovery for Physical Robots with Hierarchical Quality-Diversity18 Oct 2022
- 2022Personalized Game Difficulty Prediction Using Factorization Machines6 Sep 2022
- 2022Hierarchical Quality-Diversity for Online Damage Recovery12 Apr 2022
- 2022Towards Objective Metrics for Procedurally Generated Video Game Levels25 Jan 2022
- 2021Dynamic Difficulty Adjustment in Virtual Reality Exergames through Experience-driven Procedural Content Generation19 Aug 2021
- 2021Statistical Modelling of Level Difficulty in Puzzle Games5 Jul 2021
- 2021Rinascimento: searching the behaviour space of Splendor15 Jun 2021
- 2021Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencodercited by 27
- 2023Games for Artificial Intelligence Research: A Review and Perspectivescited by 14
- 2022Online Damage Recovery for Physical Robots with Hierarchical Quality-Diversitycited by 7
- 2022Hierarchical Quality-Diversity for Online Damage Recoverycited by 5
- 2021Fast Game Content Adaptation Through Bayesian-based Player Modellingcited by 3
- 2021Statistical Modelling of Level Difficulty in Puzzle Gamescited by 3
- 2021Dynamic Difficulty Adjustment in Virtual Reality Exergames through Experience-driven Procedural Content Generationcited by 3
- 2022Personalized Game Difficulty Prediction Using Factorization Machinescited by 2
- 2022Towards Objective Metrics for Procedurally Generated Video Game Levelscited by 1
- 2021Rinascimento: searching the behaviour space of Splendorcited by 0
- 2023Level Assembly as a Markov Decision Processcited by 0
- 2026Quality-Diversity Optimization as Multi-Objective Optimizationcited by 0
12 most cited of 13 All 13 (JSON)
- 2026Procedural Generation of First Person Shooter Maps using Map-Elites28 May 2026
- 2026Quality-Diversity Optimization as Multi-Objective Optimization31 Jan 2026
- 2023Level Assembly as a Markov Decision Process27 Apr 2023
- 2023Games for Artificial Intelligence Research: A Review and Perspectives26 Apr 2023
- 2022Online Damage Recovery for Physical Robots with Hierarchical Quality-Diversity18 Oct 2022
- 2022Personalized Game Difficulty Prediction Using Factorization Machines6 Sep 2022
- 2022Hierarchical Quality-Diversity for Online Damage Recovery12 Apr 2022
- 2022Towards Objective Metrics for Procedurally Generated Video Game Levels25 Jan 2022
- 2021Dynamic Difficulty Adjustment in Virtual Reality Exergames through Experience-driven Procedural Content Generation19 Aug 2021
- 2021Statistical Modelling of Level Difficulty in Puzzle Games5 Jul 2021
- 2021Rinascimento: searching the behaviour space of Splendor15 Jun 2021
- 2021Fast Game Content Adaptation Through Bayesian-based Player Modelling18 May 2021
12 newest of 13 All 13 (JSON)