Automated Puzzle Difficulty Estimation
Publication date
2015
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taverne
Abstract
We introduce a method for automatically rating the difficulty of puzzle game levels. Our method takes multiple aspects of the levels of these games, such as level size, and combines these into a difficulty function. It can simply be adapted to most puzzle games, and we test it on three different ones: Flow, Lazors and Move. We conducted a user study to discover how difficult players find the levels of a set and use this data to train the difficulty function to match the user-provided ratings. Our experiments show that the difficulty function is capable of rating levels with an average error of approximately one point in Lazors and Move, and less than half a point in Flow, on a difficulty scale of 1-10.
Keywords
Games, Color, Estimation, Rocks, Correlation, Time measurement, Linear programming, PSY, PUZ, AI, Taverne
Citation
Kreveld, M V, Löffler, M & Mutser, P 2015, Automated Puzzle Difficulty Estimation. in 2015 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, pp. 415-422. https://doi.org/10.1109/CIG.2015.7317913