Browse > Article
http://dx.doi.org/10.9717/kmms.2017.20.8.1464

Difficulty Control of a Scrolling-Shooter Game Using Fuzzy Reasoning  

Park, Chang Hoon (Dept. of Digital Media, Dong-Eui University)
Seo, Jinseok (College of ICT Engineering, Dong-Eui University)
Publication Information
Abstract
One of the important factors in game design is difficulty adjustment. An appropriate level of difficulty makes users have a sense of challenge and interest. However, the adjustment of difficulty takes a lot of time and effort, because of its ambiguity. To solve the problem, we propose a difficulty control method using a fuzzy theory. In this paper, a simple demonstration is exemplified to verify the effectiveness of our method. Experimental results show that the difficulty of the game changes according to the user's skill.
Keywords
Scroll-Shooter Game; Game Difficulty Control; Fuzzy Reasoning;
Citations & Related Records
Times Cited By KSCI : 3  (Citation Analysis)
연도 인용수 순위
1 H. Hyun and T. Kim, "Fuzzy Based Selection Technique for Character Action in Game Balancing," Journal of The Korea Society of Computer and Information, Vol. 13, No. 3, pp. 81-88, 2008.
2 S. Kang, "Procedural Contents Generation Algorithm in Online Game," Journal of Korea Multimedia Society, Vol. 17 No. 1, pp. 1-5, 2013.   DOI
3 C. Thurau and C. Bauckhage "Learning human-like Movement Behavior for Computer," Proceedings of the 8th International Conference on Simulation of Adaptive Behavior, pp. 315-323, 2004.
4 C. Thurau, T. Paczian, and C. Bauckhage, "Is Bayesian Imitation Learning The Route to Believable Gamebot?," Journal of Intelligent Systems Technologies and Applications, Vol. 2 pp. 284-295, 2007.   DOI
5 C. Nicholas, S.J. Louis, and C. Miles, "Using a Genetic Algorithm to Tune First-Person Shooter Bots," Proceeding of the 8th International Congresson Evolutionary Computation, pp. 139-145, 2004.
6 S. Um, T. Kim, and J. Choi, “Player Dependent Difficulty Control Algorithm Using Genetic Algorithm,” Journal of The Korean Society for Computer Game, Vol. 1, No. 1, pp. 7-15, 2002.
7 S. Mun and H. Cho, "Intelligent AI Technique Adaptive for Online Game Using Fuzzy Extension Principle," Journal of Korea Game Society, Vol. 8, No. 3, pp. 77-85, 2008.
8 J. Lee, S. Jang, Y. Choi, M. Choo, and T. Yoon, "Cases of XNA-based Game Development Using Fuzzy Theory : The Ring of Hitler," Proceeding of Korea Multimedia Society, pp. 619-621, 2009.
9 J. Yang, K. Cho, and K. Um, "A Dynamic Utilization method of FSM for Adaptive NPC Generation," Journal of Korea Multimedia Society, Vol. 11, No. 9, pp. 1258-1266, 2008.
10 S. Jang, J. Lee, Y. Choi, M. Choo, and T. Yoon, "Method of Dynamic Game Map Generation Using Player's Game Behavioral Data," Proceeding of Korea Multimedia Society, pp. 615-616, 2009.
11 J. Park, H. Hyun, J. Yeo, and I. Ko, "Study of Game Level Design Controled by Artificial Emotion," Proceedings of the Korean Society of Computer Information Conference, Vol. 19, No. 1, pp. 181-183, 2011.