Modelling Player Combat Behaviour for Dynamic Difficulty Scaling in First Person Shooter Games

Paul Williamson, Christopher Tubb

    Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

    Abstract

    Non-Player Character (NPC) are a core aspect of a modern video game, they fulfil a wide range of roles and feature in most genres. How they are perceived can have an impact on the overall enjoyment of the game, and when the NPCs are poorly modelled, the experience can be negative. This paper explores modelling human player behaviour to develop a combat model for NPCs, which will provide a dynamic solution for skill scaling. Game difficulty is a subjective notion and when games have predefined classification, being able to satisfy all players is not realistic. This paper investigates if the combat model can therefore be used to scale the difficulty of the NPC during in real-time, by dynamically adjusting a skill attribute, which is used by several key combat behaviours.
    Original languageEnglish
    Title of host publicationSIMUL 2022, The Fourteenth International Conference on Advances in System Simulation
    PublisherInternational Academy, Research, and Industry Association
    Pages22-28
    ISBN (Print)978-1-68558-001-8
    Publication statusPublished - 16 Oct 2022
    EventThe Fourteenth International Conference on Advances in System Simulation (SIMUL 2022) - Lisbon, Portugal
    Duration: 16 Oct 202220 Oct 2022
    Conference number: 14th

    Publication series

    Name
    ISSN (Electronic)2308-4537

    Conference

    ConferenceThe Fourteenth International Conference on Advances in System Simulation (SIMUL 2022)
    Abbreviated titleSIMUL 2022
    Country/TerritoryPortugal
    CityLisbon
    Period16/10/2220/10/22

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