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

Cite this