no code implementations • 6 Mar 2024 • Paolo Burelli, Laurits Dixen
what can we expect from the future?
no code implementations • 30 Jan 2024 • Jeppe Theiss Kristensen, Paolo Burelli
Difficulty is one of the key drivers of player engagement and it is often one of the aspects that designers tweak most to optimise the player experience; operationalising it is, therefore, a crucial task for game development studios.
no code implementations • 7 Jul 2023 • Thomas Volden, Djordje Grbic, Paolo Burelli
This paper focuses on procedurally generating rules and communicating them to players to adjust the difficulty.
no code implementations • 26 Jun 2023 • Jeppe Theiss Kristensen, Arturo Valdivia, Paolo Burelli
In this work we investigate whether it is plausible to use the performance of a reinforcement learning (RL) agent to estimate the difficulty measured as the player completion rate of different levels in the mobile puzzle game Lily's Garden. For this purpose we train an RL agent and measure the number of moves required to complete a level.
no code implementations • 26 Jun 2023 • Dannie Korsgaard, Thomas Bjorner, Pernille Krog Sorensen, Paolo Burelli
Designing with personas involves the production of descriptions of fictitious users, which are often based on data from real users.
no code implementations • 26 Jun 2023 • Andreas Hald, Jens Struckmann Hansen, Jeppe Kristensen, Paolo Burelli
In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden.
no code implementations • 6 Sep 2022 • Jeppe Theiss Kristensen, Paolo Burelli
In freemium games, the revenue from a player comes from the in-app purchases made and the advertisement to which that player is exposed.
no code implementations • 6 Sep 2022 • Paolo Burelli
As game companies increasingly embrace a service-oriented business model, the need for predictive models of players becomes more pressing.
no code implementations • 6 Sep 2022 • Jeppe Theiss Kristensen, Christian Guckelsberger, Paolo Burelli, Perttu Hämäläinen
The accurate and personalized estimation of task difficulty provides many opportunities for optimizing user experience.
no code implementations • 5 Jul 2021 • Jeppe Theiss Kristensen, Arturo Valdivia, Paolo Burelli
The model is fitted and evaluated on a dataset collected from the game Lily's Garden by Tactile Games, and the results of the evaluation show that the it is able to describe and explain difficulty in a vast majority of the levels.
no code implementations • 3 Jul 2020 • Jeppe Theiss Kristensen, Paolo Burelli
While traditionally a labour intensive task, the testing of game content is progressively becoming more automated.