Araştırma Makalesi
BibTex RIS Kaynak Göster

Yıl 2025, Cilt: 9 Sayı: 1, 183 - 207, 30.06.2025
https://doi.org/10.26650/acin.1670469

Öz

Kaynakça

  • 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

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

Yıl 2025, Cilt: 9 Sayı: 1, 183 - 207, 30.06.2025
https://doi.org/10.26650/acin.1670469

Öz

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.

Kaynakça

  • 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
Toplam 28 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Bilgi Sistemleri Kullanıcı Deneyimi Tasarımı ve Geliştirme, Grafikler, Artırılmış Gerçeklik ve Oyunlar (Diğer), İnsan Bilgisayar Etkileşimi, Makine Öğrenme (Diğer), Doğal Dil İşleme, Tasarım (Diğer)
Bölüm Araştırma Makalesi
Yazarlar

Onur Aşkın 0000-0002-1928-474X

Gönderilme Tarihi 5 Nisan 2025
Kabul Tarihi 22 Mayıs 2025
Yayımlanma Tarihi 30 Haziran 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 9 Sayı: 1

Kaynak Göster

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 Aşkın O. Designing a Large Language Model-Based AI System for Dynamic Difficulty Adjustment in Digital Games. ACIN. Haziran 2025;9(1):183-207. doi:10.26650/acin.1670469
Chicago Aşkın, Onur. “Designing a Large Language Model-Based AI System for Dynamic Difficulty Adjustment in Digital Games”. Acta Infologica 9, sy. 1 (Haziran 2025): 183-207. https://doi.org/10.26650/acin.1670469.
EndNote Aşkın O (01 Haziran 2025) Designing a Large Language Model-Based AI System for Dynamic Difficulty Adjustment in Digital Games. Acta Infologica 9 1 183–207.
IEEE O. Aşkın, “Designing a Large Language Model-Based AI System for Dynamic Difficulty Adjustment in Digital Games”, ACIN, c. 9, sy. 1, ss. 183–207, 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 (Haziran2025), 183-207. https://doi.org/10.26650/acin.1670469.
JAMA 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, c. 9, sy. 1, 2025, ss. 183-07, doi:10.26650/acin.1670469.
Vancouver Aşkın O. Designing a Large Language Model-Based AI System for Dynamic Difficulty Adjustment in Digital Games. ACIN. 2025;9(1):183-207.