Personalized Game Difficulty Prediction Using Factorization Machines
- Jeppe Theiss Kristensen,
- Christian Guckelsberger,
- ,
- Perttu Hämäläinen
- ,
- Aalto University
Research Output:
Journal Article or Conference Article in Journal
Conference article
Peer-reviewOpen access
Publication Information
Output type
Research Output:
Journal Article or Conference Article in Journal
Conference article
Peer-reviewOriginal language
EnglishArticle number
88Pages from-to (Number of pages)
Pages 1-13 (13 pages)Journal (Volume, Issue Number)
UIST: User Interface Software and TechnologyPublication milestones
- Accepted/In press - 2022
- Published - 2022
Publication status
Published - 2022
ISSN
0000-0040Publication IDs
- Scopus: 85141635857
Abstract
The accurate and personalized estimation of task difficulty provides many opportunities for optimizing user experience. However, user diversity makes such difficulty estimation hard, in that empirical measurements from some user sample do not necessarily generalize to others.
In this paper, we contribute a new approach for personalized difficulty estimation of game levels, borrowing methods from content recommendation. Using factorization machines (FM) on a large dataset from a commercial puzzle game, we are able to predict difficulty as the number of attempts a player requires to pass future game levels, based on observed attempt counts from earlier levels and levels played by others. In addition to performance and scalability, FMs offer the benefit that the learned latent variable model can be used to study the characteristics of both players and game levels that contribute to difficulty. We compare the approach to a simple non-personalized baseline and a personalized prediction using Random Forests. Our results suggest that FMs are a promising tool enabling game designers to both optimize player experience and learn more about their players and the game.
In this paper, we contribute a new approach for personalized difficulty estimation of game levels, borrowing methods from content recommendation. Using factorization machines (FM) on a large dataset from a commercial puzzle game, we are able to predict difficulty as the number of attempts a player requires to pass future game levels, based on observed attempt counts from earlier levels and levels played by others. In addition to performance and scalability, FMs offer the benefit that the learned latent variable model can be used to study the characteristics of both players and game levels that contribute to difficulty. We compare the approach to a simple non-personalized baseline and a personalized prediction using Random Forests. Our results suggest that FMs are a promising tool enabling game designers to both optimize player experience and learn more about their players and the game.
Publication metrics
PlumX, opens in new tab
Citations
4
Captures
12
Access to documents
Related Event
Title
ACM Symposium on User Interface Software and Technology
Event type
SymposiumDegree of recognition
International eventDate
29/10/2022 - 02/11/2022Location
BendUnited States
