Simulating strategy and dexterity for puzzle games

Aaron Isaksen, Drew Wallace, Adam Finkelstein, Andy Nealen

Research output: Chapter in Book/Report/Conference proceedingConference contribution

9 Scopus citations

Abstract

We examine the impact of strategy and dexterity on video games in which a player must use strategy to decide between multiple moves and must use dexterity to correctly execute those moves. We run simulation experiments on variants of two popular, interactive puzzle games: Tetris, which exhibits dexterity in the form of speed-accuracy time pressure, and Puzzle Bobble, which requires precise aiming. By modeling dexterity and strategy as separate components, we quantify the effect of each type of difficulty using normalized mean score and artificial intelligence agents that make human-like errors. We show how these techniques can model and visualize dexterity and strategy requirements as well as the effect of scoring systems on expressive range.

Original languageEnglish (US)
Title of host publication2017 IEEE Conference on Computational Intelligence and Games, CIG 2017
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages142-149
Number of pages8
ISBN (Electronic)9781538632338
DOIs
StatePublished - Oct 23 2017
Event2017 IEEE Conference on Computational Intelligence and Games, CIG 2017 - New York, United States
Duration: Aug 22 2017Aug 25 2017

Publication series

Name2017 IEEE Conference on Computational Intelligence and Games, CIG 2017

Other

Other2017 IEEE Conference on Computational Intelligence and Games, CIG 2017
Country/TerritoryUnited States
CityNew York
Period8/22/178/25/17

All Science Journal Classification (ASJC) codes

  • Artificial Intelligence
  • Human-Computer Interaction
  • Media Technology

Keywords

  • AI-assisted game design
  • Automated play testing
  • Dexterity
  • Difficulty
  • Strategy

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