Dynamic Difficulty Adjustment in a Multiplayer Minecraft Server

dc.contributor.authorZeng, Zheyin
dc.contributor.authorSweetser Kyburz, Penny
dc.date.accessioned2022-09-28T22:31:47Z
dc.date.available2022-09-28T22:31:47Z
dc.date.issued2022-11-30
dc.description.abstractMinecraft has given rise to diverse gameplay, including public servers that provide survival gameplay combined with Massively Multiplayer Online Role-Playing Game elements. In these servers, gameplay includes many players fighting mobs (non-player enemies) together. However, it often happens that some players are experienced, while others are not. This leads to a problem where some players enjoy the level of challenge and consequently the game, while others can feel bored or discouraged. This paper proposes an approach to Dynamic Difficult Adjustment (DDA) that adjusts mobs in multiplayer Minecraft so that the difficulty level accommodates all players involved. We present a new Multiplayer Minecraft DDA Framework, a game design to populate our framework, and a user evaluation study to test our framework. Our work contributes to understanding DDA in multiplayer contexts and to creating better multiplayer experiences for Minecraft and other multiplayer games.en_AU
dc.format.mimetypeapplication/pdfen_AU
dc.identifier.urihttp://hdl.handle.net/1885/274142
dc.language.isoen_AUen_AU
dc.provenancePermission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from permissions@acm.org.en_AU
dc.publisherACMen_AU
dc.relation.ispartof33rd Australian Conference on Human-Computer Interaction (OzCHI ’22)en_AU
dc.rights© 2022 Copyright held by the owner/author(s)en_AU
dc.rights.licensePermission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from permissions@acm.org.en_AU
dc.subjectvideo gamesen_AU
dc.subjectdynamic difficulty adjustmenten_AU
dc.subjectmultiplayeren_AU
dc.subjectMinecraften_AU
dc.titleDynamic Difficulty Adjustment in a Multiplayer Minecraft Serveren_AU
dc.typeConference paperen_AU
dcterms.accessRightsOpen Accessen_AU
local.bibliographicCitation.lastpage9en_AU
local.bibliographicCitation.startpage1en_AU
local.contributor.affiliationZeng, Zheyin, School of Computing, CECS, ANUen_AU
local.contributor.affiliationKyburz, Penny, School of Computing, CECS, ANUen_AU
local.contributor.authoruidKyburz, Penny, u1027166en_AU
local.publisher.urlhttps://www.acm.org/en_AU
local.type.statusAccepted Versionen_AU

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