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2008
Conference Paper
Title

Towards engaging MDPs

Abstract
One of the challenges that a computer game developer meets when creating a new game is setting the difficulty ``right''. Not only is it a complicated task to balance all the game parameters, but the developer also needs to cater for players with very different skill levels. Providing a game with an ability to automatically scale the difficulty depending on the current player would make the games more engaging over longer time. While a few commercial games boast about having such a system, to the best of our knowledge it was not researched as a learning problem. In this paper we first give a problem definition of the automatic difficulty scaling problem we call \emph{Engagement Problem}. Then, we also outline a framework based on nested Markov Decision Processes, called \emph{Engaging Markov Decision Process} for solving it. Preliminary experiments in a small grid world show the effectiveness of our approach.
Author(s)
Missura, Olana  
Kersting, Kristian  
Gärtner, Thomas  
Mainwork
ECAI'08 Workshop on Artificial Intelligence in Games, AIG-08. Working notes  
Conference
European Conference on Artificial Intelligence (ECAI) 2008  
Workshop on Artificial Intelligence in Games (AIG) 2008  
DOI
10.24406/publica-fhg-359726
File(s)
003.pdf (188.93 KB)
Rights
Under Copyright
Language
English
Fraunhofer-Institut für Intelligente Analyse- und Informationssysteme IAIS  
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