Araştırma Makalesi

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

Cilt: 9 Sayı: 1 30 Haziran 2025
PDF İndir
EN

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

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.

Anahtar Kelimeler

Kaynakça

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper and Row. google scholar
  7. Csikszentmihalyi, M. (1997). Finding flow: The psychology of engagement with everyday life. Basic Books. google scholar
  8. Csikszentmihalyi, M. (2014). Applications of flow in human life. Springer. google scholar

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

Yayımlanma Tarihi

30 Haziran 2025

Gönderilme Tarihi

5 Nisan 2025

Kabul Tarihi

22 Mayıs 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
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 (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
[1]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, Haz. 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 (01 Haziran 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, c. 9, sy 1, Haziran 2025, ss. 183-07, doi:10.26650/acin.1670469.
Vancouver
1.Onur Aşkın. Designing a Large Language Model-Based AI System for Dynamic Difficulty Adjustment in Digital Games. ACIN. 01 Haziran 2025;9(1):183-207. doi:10.26650/acin.1670469