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- Dynamic_game_difficulty_balancing abstract "Dynamic game difficulty balancing, also known as dynamic difficulty adjustment (DDA) or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid them becoming bored (if the game is too easy) or frustrated (if it is too hard). However, breaking the rules the players are bound by can lead to cheating AI, such as giving AI unlimited speed in racing games. The goal of dynamic difficulty balancing is to keep the user interested from the beginning to the end and to provide a good level of challenge for the user.Traditionally, game difficulty increases steadily along the course of the game (either in a smooth linear fashion, or through steps represented by the levels). The parameters of this increase (rate, frequency, starting levels) can only be modulated at the beginning of the experience by selecting a difficulty level. Still, this can lead to a frustrating experience for both experienced and inexperienced gamers, as they attempt to follow a preselected learning or difficulty curve. Dynamic difficulty balancing attempts to remedy this issue by creating a tailor-made experience for each gamer. As the users' skills improve through time (as they make progress via learning), the level of the challenges should also continually increase. However, implementing such elements poses many challenges to game developers; as a result, this method of gameplay is not widespread.".
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- Dynamic_game_difficulty_balancing wikiPageExternalLink Dynamic_Difficulty_Adjustment.
- Dynamic_game_difficulty_balancing wikiPageExternalLink abstract.htm.
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- Dynamic_game_difficulty_balancing wikiPageID "22006984".
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- Dynamic_game_difficulty_balancing wikiPageWikiLinkText "".
- Dynamic_game_difficulty_balancing wikiPageWikiLinkText "Catch-up mode".
- Dynamic_game_difficulty_balancing wikiPageWikiLinkText "Dynamic game difficulty balancing".
- Dynamic_game_difficulty_balancing wikiPageWikiLinkText "Rubber band".
- Dynamic_game_difficulty_balancing wikiPageWikiLinkText "adapts over time".
- Dynamic_game_difficulty_balancing wikiPageWikiLinkText "dynamic difficulty adjustment".
- Dynamic_game_difficulty_balancing wikiPageWikiLinkText "dynamic difficulty".
- Dynamic_game_difficulty_balancing wikiPageWikiLinkText "dynamic game balancing".
- Dynamic_game_difficulty_balancing wikiPageWikiLinkText "dynamic game difficulty balancing".
- Dynamic_game_difficulty_balancing wikiPageWikiLinkText "dynamic game difficulty".
- Dynamic_game_difficulty_balancing wikiPageWikiLinkText "rubber band AI".
- Dynamic_game_difficulty_balancing wikiPageWikiLinkText "rubber banding".
- Dynamic_game_difficulty_balancing wikiPageWikiLinkText "rubberband AI".
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- Dynamic_game_difficulty_balancing subject Category:Game_design.
- Dynamic_game_difficulty_balancing subject Category:Video_game_gameplay.
- Dynamic_game_difficulty_balancing hypernym Process.
- Dynamic_game_difficulty_balancing type Election.
- Dynamic_game_difficulty_balancing comment "Dynamic game difficulty balancing, also known as dynamic difficulty adjustment (DDA) or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid them becoming bored (if the game is too easy) or frustrated (if it is too hard). However, breaking the rules the players are bound by can lead to cheating AI, such as giving AI unlimited speed in racing games.".
- Dynamic_game_difficulty_balancing label "Dynamic game difficulty balancing".
- Dynamic_game_difficulty_balancing sameAs Q606374.
- Dynamic_game_difficulty_balancing sameAs Dynamiczne_wyważanie_rozgrywki.
- Dynamic_game_difficulty_balancing sameAs m.05p4l4c.
- Dynamic_game_difficulty_balancing sameAs Q606374.
- Dynamic_game_difficulty_balancing wasDerivedFrom Dynamic_game_difficulty_balancing?oldid=698307543.
- Dynamic_game_difficulty_balancing isPrimaryTopicOf Dynamic_game_difficulty_balancing.