Successful and accurate modelling of level difficulty is a fundamental component of the operationalisation of player experience as difficulty is one of the most important and commonly used signals for content design and adaptation. In games that feature intermediate milestones, such as completable areas or levels, difficulty is often defined by the probability of completion or completion rate; however, this operationalisation is limited in that it does not describe the behaviour of the player within the area. In this research work, we formalise a model of level difficulty for puzzle games that goes beyond the classical probability of success. We accomplish this by describing the distribution of actions performed within a game level using a parametric statistical model thus creating a richer descriptor of difficulty. The model is fitted and evaluated on a dataset collected from the game Lily's Garden by Tactile Games, and the results of the evaluation show that the it is able to describe and explain difficulty in a vast majority of the levels.
翻译:成功和准确地模拟水平难度是操作玩家经历的基本组成部分,因为难度是内容设计和适应的最重要和常用信号之一。在具有中间里程碑特征的游戏中,例如可完成区域或级别,难度通常由完成率或完成率来界定;然而,这种操作有限,因为它没有描述玩家在区域内的行为。在这项研究工作中,我们为迷惑游戏正式确定了一个水平难度模型,该模型超越了传统的成功概率。我们通过描述游戏级别内所执行行动的分布情况,使用参数统计模型来描述操作的分布,从而产生更丰富的困难描述符。该模型安装于由触摸游戏从Lily's Garden所收集的数据集上,并进行评估的结果显示它能够描述和解释绝大多数级别上的困难。