Dynamic Difficulty Adjustment in a Multiplayer Minecraft Server
dc.contributor.author | Zeng, Zheyin | |
dc.contributor.author | Sweetser Kyburz, Penny | |
dc.date.accessioned | 2022-09-28T22:31:47Z | |
dc.date.available | 2022-09-28T22:31:47Z | |
dc.date.issued | 2022-11-30 | |
dc.description.abstract | Minecraft 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.mimetype | application/pdf | en_AU |
dc.identifier.uri | http://hdl.handle.net/1885/274142 | |
dc.language.iso | en_AU | en_AU |
dc.provenance | Permission 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.publisher | ACM | en_AU |
dc.relation.ispartof | 33rd Australian Conference on Human-Computer Interaction (OzCHI ’22) | en_AU |
dc.rights | © 2022 Copyright held by the owner/author(s) | en_AU |
dc.rights.license | Permission 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.subject | video games | en_AU |
dc.subject | dynamic difficulty adjustment | en_AU |
dc.subject | multiplayer | en_AU |
dc.subject | Minecraft | en_AU |
dc.title | Dynamic Difficulty Adjustment in a Multiplayer Minecraft Server | en_AU |
dc.type | Conference paper | en_AU |
dcterms.accessRights | Open Access | en_AU |
local.bibliographicCitation.lastpage | 9 | en_AU |
local.bibliographicCitation.startpage | 1 | en_AU |
local.contributor.affiliation | Zeng, Zheyin, School of Computing, CECS, ANU | en_AU |
local.contributor.affiliation | Kyburz, Penny, School of Computing, CECS, ANU | en_AU |
local.contributor.authoruid | Kyburz, Penny, u1027166 | en_AU |
local.publisher.url | https://www.acm.org/ | en_AU |
local.type.status | Accepted Version | en_AU |