Exploring the effectiveness of adaptive difficulty procedural content generation in a video game and to maximize player flow and game usability

File, 2017-016-001-004

Inquire Download as PDF
Part of
Algoma University Archives > Algoma University Theses collection > Computer Science series > Exploring the effectiveness of adaptive difficulty procedural content generation in a video game and to maximize player flow and game usability
Creator
Dylan. Lyon
Date
2017
Physical Description
1.58 MB of textual records. - 1 PDF.

1 cm of textual records. - 1 thesis.
General Material Designation
Textual record
Language(s)
English
Descriptive Notes
Audience: Undergraduate. -- Dissertation: Thesis (BCS). -- Algoma University, 2017. -- Submitted in partial fulfillment of course requirements for COSC 4235. -- Includes figures. -- Contents: Thesis. Abstract: The main problem this thesis attempts to solve is how difficult and potentially expensive making content for video games is. In this thesis, procedural level generation coupled with dynamic difficulty adjustment are tested as ways to generate game content in an efficient manner, while also attempting to maintain a high level of fun and enjoyment for the players. Some of the research questions at the outset of this project included how procedural generation works in gaming, as well as dynamic difficulty systems, the answers to which there are many and some are detailed within the thesis.