Agent-Based Adaptive Level Generation for Dynamic Difficulty Adjustment in Angry Birds
Stephenson, Matthew, Renz, Jochen
–arXiv.org Artificial Intelligence
Section is a key area of investigation for video game research 2 describes the large amount of background and related (Hendrikx et al. 2013; Togelius et al. 2011). PLG work, both for Angry Birds and adaptive level generation in can be extremely useful for increasing a game's length and general. Section 3 presents our proposed adaptive generation replayability, as it allows a large number of levels to be created method. Section 4 describes our conducted experiments and in a relatively short time. It is also possible to tailor the results. Sections 5 discusses what these results could mean generated levels towards specific user's playstyles, known as for both human players and agents, Section 6 concludes this adaptive level generation, which allows for a unique and personalised work and outlines future possibilities.
arXiv.org Artificial Intelligence
Feb-7-2019
- Country:
- Europe > Netherlands (0.14)
- Oceania > Australia (0.14)
- Genre:
- Research Report (0.50)
- Industry:
- Leisure & Entertainment > Games > Computer Games (1.00)
- Technology: