ProcDefense — A Game Framework for Procedural Player Skill Training

Authors

  • Brandon Thorne North Carolina State University
  • Hiru Nelakkutti North Carolina State University
  • Joseph Reinhart North Carolina State University
  • Arnav Jhala North Carolina State University

DOI:

https://doi.org/10.1609/aiide.v13i2.12978

Keywords:

dynamic difficulty, procedural content generation, training

Abstract

A challenge of game design is in providing affordances to players so that they can learn and improve their skills. Ad- vances in Procedural Content Generation (PCG) suggest this type of game content is a candidate for automatic creation. Some work in PCG has been successful in customizing game difficulty to achieve desired player experience; however, this often involves bringing the difficulty of the game to a level appropriate for the player’s current skills. Players desiring to improve their performance in a particular game may be will- ing to tolerate relatively higher levels of frustration and anx- iety than are targeted in experience-based approaches. As an initial step in this line of inquiry, we introduce ProcDefense, an action game with a modular difficulty control interface, as a platform for future inquiry into the effectiveness of differing PCG techniques for performance-training, dynamic difficulty adjustment.

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Published

2017-10-05

How to Cite

Thorne, B., Nelakkutti, H., Reinhart, J., & Jhala, A. (2017). ProcDefense — A Game Framework for Procedural Player Skill Training. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 13(2), 132–134. https://doi.org/10.1609/aiide.v13i2.12978