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dc.contributor.authorLora-Ariza, Diana Sofía
dc.contributor.authorSánchez Rubio, Antonio A.
dc.contributor.authorGonzález-Calero, Pedro Antonio
dc.contributor.authorCamps Ortueta, Irene
dc.date.accessioned2023-02-01T12:38:13Z
dc.date.available2023-02-01T12:38:13Z
dc.date.issued2022
dc.identifier.issn2475-1502spa
dc.identifier.urihttps://hdl.handle.net/10641/3236
dc.description.abstractDynamic Difficulty Adjustment (DDA) is a set of techniques that aim to automatically adapt the difficulty of a video game based on the player’s performance. This paper presents a methodology for DDA using ideas from the theory of flow and case-based reasoning (CBR). In essence we are looking to generate game sessions with a similar difficulty evolution to previous game sessions that have produced flow in players with a similar skill level. We propose a CBR approach to dynamically assess the player’s skill level and adapt the difficulty of the game based on the relative complexity of the last game states. We develop a DDA system for Tetris using this methodology and show, in a experiment with 40 participants, that the DDA version has a measurable impact on the perceived flow using validated questionnaires.spa
dc.language.isoengspa
dc.publisherIEEE Transactions on Gamesspa
dc.rightsAtribución-NoComercial-SinDerivadas 3.0 España*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/es/*
dc.subjectDynamic Difficulty Adjustmentspa
dc.subjectArtificial intelligencespa
dc.subjectVideo gamesspa
dc.titleMeasuring Control to Dynamically Induce Flow in Tetris.spa
dc.typejournal articlespa
dc.type.hasVersionSMURspa
dc.rights.accessRightsopen accessspa
dc.description.extent456 KBspa
dc.identifier.doi10.1109/TG.2022.3182901spa
dc.relation.publisherversionhttps://ieeexplore.ieee.org/document/9795354spa


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