This work implemented a temporally shifted generative imitation learning approach to enhance player-specific adaptation and implicit dynamic difficulty adjustment (DDA) in “Dark Zagreus”, a modification of the action roguelike Hades, replacing the final boss with an AI trained on the player’s last successful run.
Hui-En Lin, S. Bakkes, Johannes Pfau· International Conference on...· 0 citations
Level design is one of the most labor-intensive processes in video game development – especially because communicating a creative vision across designers, artists, writers, and gameplay engineers requires extensive iterative refinement. Traditionally, this involves rounds of white boxing and set dressing, which distrib...
Arthur Baars, F. Akker, A. Chatzimparmpas et al.· International Conference on...· 0 citations
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