Research Article
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Year 2025, Volume: 9 Issue: 1, 183 - 207, 30.06.2025
https://doi.org/10.26650/acin.1670469

Abstract

References

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  • Garcia-Ruiz, M., Montesinos-López, O. A., & Anido-Rifón, L. E. (2023). The use of deep learning to improve player engagement in a video game through dynamic difficulty adjustment based on skills classification. Applied Sciences, 13(14), 8249. https://doi.org/10.3390/ app13148249 google scholar
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  • Yannakakis, G. N., & Togelius, J. (2018). Artificial intelligence and games. Springer. https://doi.org/10.1007/978-3-319-63519-4 google scholar
  • Zheng, T. (2024). Dynamic difficulty adjustment using deep reinforcement learning: A review. Applied and Computational Engineering, 71,157-162. https://doi.org/10.54254/2755-2721/71/20241633 google scholar

Designing a Large Language Model-Based AI System for Dynamic Difficulty Adjustment in Digital Games

Year 2025, Volume: 9 Issue: 1, 183 - 207, 30.06.2025
https://doi.org/10.26650/acin.1670469

Abstract

This study investigates how large language models (LLMs) can serve as dynamic agents in game-based interactions by comparing two prototypes of a color-guessing game. One model (Cohere Command) operates on a zero-shot prompt-based mechanism, while the other (FLAN-T5) is fine-tuned on a semantically structured dataset. A total of 20 participants were divided into two experimental groups to evaluate the models' ability to generate semantically coherent yes/no questions, maintain flow, and perform accurate predictions. Quantitative data, including session durations, number of interactions, and AI outputs, were analyzed, along with a post-game user experience survey grounded in Flow Theory. Results show that while both systems achieved task completion, the fine-tuned FLAN-T5 model significantly outperformed the other models in terms of semantic clarity, user engagement, and perceived fluency. The findings highlight the potential of LLM-based DDA systems in creating meaningful, adaptive player experiences and underscore the importance of semantic alignment and interaction transparency in game-based AI design.

References

  • Brown, T. B., Mann, B., Ryder, N., Subbiah, M., Kaplan, J., Dhariwal, P., … & Amodei, D. (2020). Language models are few-shot learners. arXiv preprint arXiv:2005.14165. https://doi.org/10.48550/arXiv.2005.14165 google scholar
  • Cameirão, M. S., Bermúdez i Badia, S., Duarte, E., & Verschure, P. F. M. J. (2009). The Rehabilitation Gaming System: A review. Studies in Health Technology and Informatics, 145, 65–83. https://doi.org/10.3233/978-1-60750-018-6-65 google scholar
  • Chen, J. (2007). Flow in games (and everything else). Communications of the ACM, 50(4), 31-34. https://doi.org/10.1145/1232743.1232769 google scholar
  • Colwell, A. M., & Glavin, F. G. (2018). Colwell's castle defence: a custom game using dynamic difficulty adjustment to increase player enjoyment. arXiv preprint arXiv:1806.04471. google scholar
  • Cowley, B., Charles, D., Black, M., & Hickey, R. (2008). Toward an understanding of flow in video games. Computers in Entertainment (CIE), 6(2), 1-27. https://doi.org/10.1145/1371216.1371223 google scholar
  • Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper and Row. google scholar
  • Csikszentmihalyi, M. (1997). Finding flow: The psychology of engagement with everyday life. Basic Books. google scholar
  • Csikszentmihalyi, M. (2014). Applications of flow in human life. Springer. google scholar
  • Fisher, N., & Kulshreshth, A. (2024). Exploring dynamic difficulty adjustment methods for video games. Virtual Worlds, 3(2), 230-255. https://doi.org/10.3390/virtualworlds3020012 google scholar
  • Garcia-Ruiz, M., Montesinos-López, O. A., & Anido-Rifón, L. E. (2023). The use of deep learning to improve player engagement in a video game through dynamic difficulty adjustment based on skills classification. Applied Sciences, 13(14), 8249. https://doi.org/10.3390/ app13148249 google scholar
  • Gilleade, K. M., Dix, A., & Allanson, J. (2005, January). Affective videogames and modes of affective gaming: assist me, challenge me, emote me. In Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play. google scholar
  • Goodfellow, I., Bengio, Y., & Courville, A. (2016). Deep learning. MIT Press. google scholar
  • Harris, C. R., Millman, K. J., Van Der Walt, S. J., Gommers, R., Virtanen, P., Cournapeau, D., … & Oliphant, T. E. (2020). Array programming with NumPy. Nature, 585(7825), 357-362. https://doi.org/10.1038/s41586-020-2649-2 google scholar
  • Kaye, L. K. (2016). Exploring flow experiences in cooperative digital gaming contexts. Computers in Human Behavior, 55, 286-291. https:// doi.org/10.1016/j.chb.2015.09.023 google scholar
  • Keller, J., & Bless, H. (2008). Flow and regulatory compatibility: An experimental approach to the flow model of intrinsic motivation. Personality and Social Psychology Bulletin, 34(2), 196-209. https://doi.org/10.1177/0146167207310026 google scholar
  • Kowlessar, T. (2020). How Difficulty Affects Player Engagement in Digital Games (Doctoral dissertation, Flinders University, College of Science and Engineering.). google scholar
  • Lopes, R., & Bidarra, R. (2011). Adaptivity challenges in games and simulations: A survey. IEEE Transactions on Computational Intelligence and AI in Games, 3(2), 85-99. https://doi.org/10.1109/TCIAIG.2011.2152841 google scholar
  • Radford, A., Wu, J., Child, R., Luan, D., Amodei, D., & Sutskever, I. (2019). Language models are unsupervised multitask learners. OpenAI Blog, 1(8), 9. google scholar
  • Roohi, S., Guckelsberger, C., Relas, A., Heiskanen, H., & Takatalo, J. (2021). Predicting game difficulty and engagement using AI players. arXiv preprint arXiv:2107.12061. https://doi.org/10.48550/arXiv.2107.12061 google scholar
  • Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and wellbeing. American Psychologist, 55(1), 68-78. https://doi.org/10.1037/0003-066X.55.1.68 google scholar
  • Shannon, C. E. (1948). A mathematical theory of communication. Bell System Technical Journal, 27(3), 379-423. https://doi.org/10.1002/ j.1538-7305.1948.tb01338.x google scholar
  • Sweetser, P., & Wyeth, P. (2005). GameFlow: A model for evaluating player enjoyment in games. Computers in Entertainment (CIE), 3(3), 1-24. https://doi.org/10.1145/1077246.1077253 google scholar
  • Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science, 12(2), 257-285. https://doi.org/10.1016/ 0364-0213(88)90023-7 google scholar
  • Vaswani, A., Shazeer, N., Parmar, N., Uszkoreit, J., Jones, L., Gomez, A. N., … & Polosukhin, I. (2017). Attention is all you need. In Advances in neural information processing systems (pp. 5998-6008). https://doi.org/10.48550/arXiv.1706.03762 google scholar
  • Virtanen, P., Gommers, R., Oliphant, T. E., Haberland, M., Reddy, T., Cournapeau, D., … & Van Mulbregt, P. (2020). SciPy 1.0: fundamental algorithms for scientific computing in Python. Nature Methods, 17(3), 261-272. https://doi.org/10.1038/s41592-020-0772-5 google scholar
  • Wu, C.-H., Chen, Y.-S., & Chen, T.-C. (2017). An adaptive e-learning system for enhancing learning performance: Based on dynamic scaffolding theory. Eurasia Journal of Mathematics, Science and Technology Education, 14(3). https://doi.org/10.12973/ejmste/81061 google scholar
  • Yannakakis, G. N., & Togelius, J. (2018). Artificial intelligence and games. Springer. https://doi.org/10.1007/978-3-319-63519-4 google scholar
  • Zheng, T. (2024). Dynamic difficulty adjustment using deep reinforcement learning: A review. Applied and Computational Engineering, 71,157-162. https://doi.org/10.54254/2755-2721/71/20241633 google scholar
There are 28 citations in total.

Details

Primary Language English
Subjects Information Systems User Experience Design and Development, Graphics, Augmented Reality and Games (Other), Human-Computer Interaction, Machine Learning (Other), Natural Language Processing, Design (Other)
Journal Section Research Article
Authors

Onur Aşkın 0000-0002-1928-474X

Submission Date April 5, 2025
Acceptance Date May 22, 2025
Publication Date June 30, 2025
Published in Issue Year 2025 Volume: 9 Issue: 1

Cite

APA Aşkın, O. (2025). Designing a Large Language Model-Based AI System for Dynamic Difficulty Adjustment in Digital Games. Acta Infologica, 9(1), 183-207. https://doi.org/10.26650/acin.1670469
AMA 1.Aşkın O. Designing a Large Language Model-Based AI System for Dynamic Difficulty Adjustment in Digital Games. ACIN. 2025;9(1):183-207. doi:10.26650/acin.1670469
Chicago Aşkın, Onur. 2025. “Designing a Large Language Model-Based AI System for Dynamic Difficulty Adjustment in Digital Games”. Acta Infologica 9 (1): 183-207. https://doi.org/10.26650/acin.1670469.
EndNote Aşkın O (June 1, 2025) Designing a Large Language Model-Based AI System for Dynamic Difficulty Adjustment in Digital Games. Acta Infologica 9 1 183–207.
IEEE [1]O. Aşkın, “Designing a Large Language Model-Based AI System for Dynamic Difficulty Adjustment in Digital Games”, ACIN, vol. 9, no. 1, pp. 183–207, June 2025, doi: 10.26650/acin.1670469.
ISNAD Aşkın, Onur. “Designing a Large Language Model-Based AI System for Dynamic Difficulty Adjustment in Digital Games”. Acta Infologica 9/1 (June 1, 2025): 183-207. https://doi.org/10.26650/acin.1670469.
JAMA 1.Aşkın O. Designing a Large Language Model-Based AI System for Dynamic Difficulty Adjustment in Digital Games. ACIN. 2025;9:183–207.
MLA Aşkın, Onur. “Designing a Large Language Model-Based AI System for Dynamic Difficulty Adjustment in Digital Games”. Acta Infologica, vol. 9, no. 1, June 2025, pp. 183-07, doi:10.26650/acin.1670469.
Vancouver 1.Aşkın O. Designing a Large Language Model-Based AI System for Dynamic Difficulty Adjustment in Digital Games. ACIN [Internet]. 2025 June 1;9(1):183-207. Available from: https://izlik.org/JA37TB59XY