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dc.contributor.authorMourato, Fausto Joséen_US
dc.contributor.authorSantos, Manuel Próspero dosen_US
dc.contributor.editorMealha, Óscar and Madeira, Joaquim and Tércio, Daniel and Sousa Santos, Beatrizen_US
dc.date.accessioned2021-06-18T07:44:16Z
dc.date.available2021-06-18T07:44:16Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-153-3
dc.identifier.urihttps://doi.org/10.2312/pt.20101177
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/pt20101177
dc.description.abstractAutomatic generation of game levels improves replayability and also allows content adaptation. One important aspect to take into account in the creation of any videogame is difficulty, in particular when it is possible to adapt content. However, defining difficulty is not a straight subject. In this paper we propose a metric for game difficulty in platform levels, mostly based on users' losing probability for each obstacle. This metric can be further used in automated processes that generate levels for this type of games, helping the process to recognize whether a level is suitable or not for a certain player. We also present some examples of the usage of this metric in commercial games.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectHuman Factors
dc.subjectPlatform videogames
dc.subjectdifficulty measurement
dc.titleMeasuring Difficulty in Platform Videogamesen_US
dc.description.seriesinformationActas da 4ª Conferência Nacional em Interacção Humano-Computador
dc.description.sectionheadersVideojogos e Interacção
dc.identifier.doi10.2312/pt.20101177
dc.identifier.pages173-180


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