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.

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