2024/08/13 by Ronja Fuchs, Fuchs, Ronja, Robin Gieseke +3 · 1 citation
Computer Science · #Artificial Intelligence (cs.AI) #FOS: Computer and information sciences #Reinforcement Learning in Robotics
paper · pdf · doi:10.48550/arxiv.2408.06818
openalex publication_date 2024/08/13 · openalex created_date 2025/10/10 · openalex updated_date 2026/07/28
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.