Fuzzy Cognitive Maps Based Game Balancing System in Real Time

Players may stop playing a picked amusement sooner than anticipated for some reasons. A standout amongst the most vital is identified with the way amusement planners and designers adjust diversion challenge levels. Practically speaking, players have distinctive ability levels and may discover common...

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Main Authors: Dhanji, Patel Kalpana (Author), Singh, Santhosh Kumar (Author)
Format: EJournal Article
Published: Institute of Advanced Engineering and Science, 2018-02-01.
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001 ijeecs10264_7969
042 |a dc 
100 1 0 |a Dhanji, Patel Kalpana  |e author 
100 1 0 |e contributor 
700 1 0 |a Singh, Santhosh Kumar  |e author 
245 0 0 |a Fuzzy Cognitive Maps Based Game Balancing System in Real Time 
260 |b Institute of Advanced Engineering and Science,   |c 2018-02-01. 
500 |a https://ijeecs.iaescore.com/index.php/IJEECS/article/view/10264 
520 |a Players may stop playing a picked amusement sooner than anticipated for some reasons. A standout amongst the most vital is identified with the way amusement planners and designers adjust diversion challenge levels. Practically speaking, players have distinctive ability levels and may discover common foreordained troublesome levels as too simple or too hard, getting to be noticeably disappointed or exhausted. The outcome might be diminished inspiration to continue playing the diversion, which implies decreased engagement. A way to deal with alleviate this issue is dynamic amusement trouble adjusting, which is a procedure that alters diversion play parameters progressively as indicated by the present player aptitude level. In this paper we propose a constant answer for DGB utilizing Evolutionary Fuzzy Cognitive Maps, for progressively adjusting a diversion trouble, giving a very much adjusted level of test to the player. Transformative Fuzzy Cognitive Maps depend on ideas that speak to setting diversion factors and are connected by fluffy and probabilistic causal connections that can be refreshed progressively. We talk about a few re-enactment tries that utilization our answer in a runner sort amusement to make all the more captivating and dynamic diversion encounters. 
540 |a Copyright (c) 2017 Institute of Advanced Engineering and Science 
540 |a http://creativecommons.org/licenses/by-nc-nd/4.0 
546 |a eng 
690
690 |a Real-time Strategy, Game Difficulty Balancing, Fuzzy Cognitive Maps 
655 7 |a info:eu-repo/semantics/article  |2 local 
655 7 |a info:eu-repo/semantics/publishedVersion  |2 local 
655 7 |2 local 
786 0 |n Indonesian Journal of Electrical Engineering and Computer Science; Vol 9, No 2: February 2018; 335-341 
786 0 |n 2502-4760 
786 0 |n 2502-4752 
786 0 |n 10.11591/ijeecs.v9.i2 
787 0 |n https://ijeecs.iaescore.com/index.php/IJEECS/article/view/10264/7969 
856 4 1 |u https://ijeecs.iaescore.com/index.php/IJEECS/article/view/10264/7969  |z Get fulltext