Sistema de dificultad dinámico adaptativo para videojuegos
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2024
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Abstract
La evolución de los videojuegos y la percepción que tienen los jugadores de ellos ha hecho que constantemente se hayan buscado nuevas y mejores maneras de equilibrar su dificultad y ajustar lo mejor posible la experiencia de usuario. De ahí nacen los Dynamic Difficulty Adjustment System o DDA, sistemas de equilibrado de dificultad dinámicos que se ajustan en tiempo real a la habililidad o perfil de jugador. Para este trabajo se ha diseñado e implementado una herramienta para el motor de videojuegos Unity que permite realizar ajustes de dificultad dinámicos en distintos videojuegos, recogiendo datos mediante un sistema de telemetría, interpretando métricas
y ajustando los perfiles en determinados momentos. Permite definir diferentes configuraciones de perfiles y, aunque necesita instrumentalización por código, esta herramienta es bastante accesible para diseñadores pues les otorga bastante libertad a la hora de ajustar los parámetros del equilibrado desde una ventana en el propio editor de Unity. Para probar la utilidad de este sistema, se ha utilizado en dos prototipos jugables reales: Neon Rider [1] y Hellfire Poncho [2]. Sobre este último se ha hecho un minucioso estudio sobre los elementos que determinaban la dificultad del título, para así poder realizar un ajuste dinámico correcto con el que realizar pruebas en usuarios reales y
demostrar las virtudes del sistema.
The evolution of video games and the perception that players have of them has led to the constant search for new and better ways to balance their difficulty and adjust the user experience as best as possible. That is the origin of Dynamic Difficulty Adjustment Systems or DDA, difficulty systems that adapt to the player’s ability or profile in real time. For this job a tool for the video game engine Unity that allows dynamic difficulty adjustments in different video games, collecting data with a telemetry system, interpreting metrics and adjusting the profiles at certain times has been designed and implemented . It allows to define different profile configurations and although it needs code instrumentation, this tool is quite accessible for designers because it gives them enough freedom to adjust the balancing parameters from a window in the editor of Unity. To test the usefulness of this system, it has been tested on two real playable prototypes: Neon Rider [1] and Hellfire Poncho [2]. On the latter, a thorough study has been made on the elements that determined the difficulty of the title, in order to make a correct dynamic adjustment with which to perform tests on real users and demonstrate the virtues of the system.
The evolution of video games and the perception that players have of them has led to the constant search for new and better ways to balance their difficulty and adjust the user experience as best as possible. That is the origin of Dynamic Difficulty Adjustment Systems or DDA, difficulty systems that adapt to the player’s ability or profile in real time. For this job a tool for the video game engine Unity that allows dynamic difficulty adjustments in different video games, collecting data with a telemetry system, interpreting metrics and adjusting the profiles at certain times has been designed and implemented . It allows to define different profile configurations and although it needs code instrumentation, this tool is quite accessible for designers because it gives them enough freedom to adjust the balancing parameters from a window in the editor of Unity. To test the usefulness of this system, it has been tested on two real playable prototypes: Neon Rider [1] and Hellfire Poncho [2]. On the latter, a thorough study has been made on the elements that determined the difficulty of the title, in order to make a correct dynamic adjustment with which to perform tests on real users and demonstrate the virtues of the system.
Description
Trabajo de Fin de Grado en Desarrollo de Videojuegos, Facultad de Informática UCM, Departamento de Ingeniería del Software e Inteligencia Artificial, Curso 2023/2024