Personalized Dynamic Difficulty Adjustment -- Imitation Learning Meets Reinforcement Learning
On the map: Offline RL and imitation learning from data → Imitation learning methods
Abstract (arXiv)
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.
Key facts. Cited by 1 paper in the map (data through 7 Oct 2026). Placed in Imitation learning methods, one of 13 directions in Offline RL and imitation learning from data. Builds on 2 of its 11 references that are in the map. First posted on arXiv 13 Aug 2024.
Builds on
2 of 11 references.
References · 2
- 2016Asynchronous Methods for Deep Reinforcement Learningcited by 2,218
- 2019A Survey of Deep Reinforcement Learning in Video Gamescited by 73
Built on by
Citing papers per year: 2025: 1.
1 paper.
Similar, not cited
Close in wording, no citation either way
- 2023Mimicking To Dominate: Imitation Learning Strategies for Success in Multiagent Competitive Games
- 2023Balancing of competitive two-player Game Levels with Reinforcement Learning
- 2019Towards Interactive Training of Non-Player Characters in Video Games
- 2022Towards Informed Design and Validation Assistance in Computer Games Using Imitation Learning
- 2019Automated Video Game Testing Using Synthetic and Human-Like Agents
- 2023Scaling Laws for Imitation Learning in Single-Agent Games
- 2025Enhancing Player Enjoyment with a Two-Tier DRL and LLM-Based Agent System for Fighting Games
- 2026Coachable agents for interactive gameplay