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Summary of Personalized Dynamic Difficulty Adjustment — Imitation Learning Meets Reinforcement Learning, by Ronja Fuchs et al.


Personalized Dynamic Difficulty Adjustment – Imitation Learning Meets Reinforcement Learning

by Ronja Fuchs, Robin Gieseke, Alexander Dockhorn

First submitted to arxiv on: 13 Aug 2024

Categories

  • Main: Artificial Intelligence (cs.AI)
  • Secondary: None

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GrooveSquid.com Paper Summaries

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Summary difficulty Written by Summary
High Paper authors High Difficulty Summary
Read the original abstract here
Medium GrooveSquid.com (original content) Medium Difficulty Summary
The paper presents a machine learning-based approach to balancing game difficulty in video games. The goal is to create engaging gaming experiences by matching the game’s challenge level with a player’s skill and commitment. To achieve this, two types of agents are used: one that learns to imitate the player’s behavior and another that is trained to surpass the first agent. This framework enables personalized dynamic difficulty adjustment in the context of AI-controlled fighting games.
Low GrooveSquid.com (original content) Low Difficulty Summary
The paper uses machine learning-based agents to create a game difficulty that matches a player’s current behavior. Two types of agents are used: one learns to imitate the player, while the other is trained to beat it. The goal is to make the game more interesting and fun for players by adjusting the difficulty level based on their skills.

Keywords

» Artificial intelligence  » Machine learning