@inproceedings{443c014f3b59443aa2e707875f6df5ee,
title = "Using data mining for dynamic level design in games",
abstract = "{"}Fun{"} is the most important determinant of whether a game will be successful. Fun can come from challenges and goals, such as victory in a scenario, the accumulation of money, or the right to move to the next level. A game that provides a satisfying level of challenge is said to be balanced. Some researchers use artificial intelligence (AI) on the dynamic game balancing. They use reinforcement learning and focuses on the non-player characters. However, this is not suitable for all game genres such as a game requiring dynamic terrains. We propose to adjust the difficulty of a game level by mining and applying data about the sequential patterns of past player behavior. We compare the performance of the proposed approach on a maze game against approaches using other types of game AI. Positive feedback and these comparisons show that the proposed approach makes the game both more interesting and more balanced.",
keywords = "Artificial intelligence, Data mining, Game development",
author = "Chiu, {Kitty S Y} and Chan, {Chun Chung}",
year = "2008",
month = jun,
day = "9",
doi = "10.1007/978-3-540-68123-6_69",
language = "English",
isbn = "3540681221",
series = "Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)",
pages = "628--637",
booktitle = "Foundations of Intelligent Systems - 17th International Symposium, ISMIS 2008, Proceedings",
note = "17th International Symposium on Methodologies for Intelligent Systems, ISMIS 2008 ; Conference date: 20-05-2008 Through 23-05-2008",
}