Using Data Augmentation and Machine Learning for Identifying the Correct Level of Difficulty in Games
Resumo
Introduction: Dynamic Difficulty Adjustment (DDA) aims to balance player experience by adapting game challenge to individual abilities. Traditional approaches rely either on static difficulty selection or data-intensive adaptive models, both of which present limitations regarding player self-assessment and data availability. Objective: This work proposes a machine learning approach to identify the most appropriate difficulty level for games based on player performance metrics and subjective perceptions, while addressing the challenge of limited training data. Methodology or Steps: We model the problem as a three-class classification task (Increase, Keep, Decrease difficulty) using Logistic Regression. We adopt a CTGAN-based data augmentation approach to generate synthetic player data, thereby addressing data scarcity. The approach is evaluated using gameplay data from Doom II sessions, incorporating both objective performance metrics and players’ perceived difficulty. Results: Experimental results show that models trained with synthetic data improve predictive performance compared to models trained only on real data, achieving higher F1-scores and better generalization. The findings suggest that synthetic data can enhance learning in low-data scenarios, although a domain gap between synthetic and real data persists, particularly when distinguishing between similar behavioral classes.
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