Title
Simulating strategy and dexterity for puzzle games
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.
Year
DOI
Venue
2017
10.1109/CIG.2017.8080427
2017 IEEE Conference on Computational Intelligence and Games (CIG)
Keywords
Field
DocType
AI-assisted game design,dexterity,strategy,difficulty,automated play testing
Computational intelligence,Computer science,Simulation,Artificial intelligence,Machine learning
Conference
ISBN
Citations 
PageRank 
978-1-5386-3234-5
1
0.38
References 
Authors
24
4
Name
Order
Citations
PageRank
Aaron Isaksen1585.94
Drew Wallace210.38
Adam Finkelstein34041299.42
andrew nealen4117553.78