# Personalized Dynamic Difficulty Adjustment -- Imitation Learning Meets Reinforcement Learning

arXiv: https://arxiv.org/abs/2408.06818 · HTML: https://mlsanity.com/paper/2408.06818/

## Key facts

- Cited by 1 papers in the map (data through 14 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.

## Placed in

- Offline RL and imitation learning from data / [Imitation learning methods](https://mlsanity.com/offlinerl/imitation-learning-methods/)
- Deep reinforcement learning methods / [RL for games and combinatorial optimization](https://mlsanity.com/deeprl/rl-for-games-and-combinatorial-optimization/)

## Builds on (most cited first, 2 of 2)

- [Asynchronous Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1602.01783/) (2016)
- [A Survey of Deep Reinforcement Learning in Video Games](https://mlsanity.com/paper/1912.10944/) (2019)

## Built on by (most cited first, 1 of 1)

- [A modular framework for automated evaluation of procedural content generation in serious games with deep reinforcement learning agents](https://mlsanity.com/paper/2505.16801/) (2025)

## 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.
