1. Introduction
Serious Games strive to combine the entertainment aspect of a game (so the player is having fun) with the improvement of knowledge, skills or competences [
1,
2]. Therefore, Serious Games must on the one hand be realistic, as they represent a real phenomenon or a serious purpose, and on the other hand be engaging, fun and end in success or failure [
3]. According to Cook’s player psychological model, players are driven by their desire to acquire a new skill, so fun is achieved when the player learns something new or masters a new skill [
4]. The effect of Serious Games is particularly relevant when players are immersed and focused on the game. Research shows that one of the crucial elements in effective games is an interacting element in the form of competition or cooperation [
5,
6]. Thus, it is not surprising that video game players perceive a competitive game situation to be more enjoyable [
7], independently of the competition form: a competition against oneself, time or against another human player or team [
8]. The benefits of competitiveness have been well documented in the literature: potential to draw attention of students [
9], excellent motivational tool [
10,
11] and increase of the learning efficiency [
12]. On the other hand, excessive competitiveness can also have negative effects, like reducing performance, increasing anxiety and motivation loss for the losing players [
13]. Therefore, when implementing a competitive element into a game, it is crucial to think about all the players, to minimize the negative effects and maximize the positive.
The competitive elements of a game present the player with two possible outcomes, both impacting his/her emotional state. Successful completion of the competitive situation leads to a euphoric experience of enjoyment and thus an increase in motivation [
7]. The moment of mastery fills the player with joy and a sense of accomplishment which motivates him/her to look for new challenges. Thus, a constant loop of learning, mastery and reward is created which keeps the player engaged and eager to learn. On the other hand, dissatisfactory outcomes evoke anger and/or frustration, which can still increase motivation (player is eager to defeat a hard opponent), but decreases the entertainment aspect [
7]. Competition is motivating only when it provides the appropriate difficulty level: the player must be uncertain about completing or failing to reach the goal [
14]. The perceived difficulty of the game should be set just right and unique for each individual player, to maximize positive learning goals. If the challenge is too difficult, the player will probably fail and will feel frustrated; on the other hand, getting a reward for investing little effort is never satisfactory as the player doesn’t feel challenged and the game will not achieve the desired amusing effect. Ideally, the difficulty of the game challenge must be adjusted, in each moment, to the individual player, thus providing him/her with the right amount of challenge and maximizing his/her development. The quality of the experience is impacted by the perceived difficulty of the imposed challenge and the perception of one’s abilities to overcome it. Difficulty must be adapted to the individual player’s skill to provide the motivational impact that we desire. A common approach to ensuring this is Csikszentmihalyi’s flow model [
15].
The use of Dynamic Difficulty Adjustment techniques allows us to match player ability and the challenge difficulty in real time, while he/she is playing, therefore maximizing the reward and acquisition of knowledge, skill or competence [
16].
This article presents how DDA techniques were used to create two strategic, goal-oriented computer-controlled (CC) players in order to deliver a higher level of competitiveness for the user in Transform@, a Serious Game aimed at developing entrepreneurship skills, and the achieved results.
2. Dynamic Difficulty Adjustment (DDA)
A well-designed Dynamic Difficulty Adjustment system provides a consistent, perfectly paced game, which brings a greater sense of accomplishment for the player. To create a flexible interactive experience, which adjusts automatically to the player, different DDA systems can be used, while always bearing in mind the importance of decreasing the costs related to the development of adaptive games by using the most effective system for a specific game.
In his review of DDA techniques, Zoahib presents the following classification of techniques [
17]:
Probabilistic Methods
Single and multi-layered perceptrons
Dynamic scripting
Hamlet System
Reinforcement Learning
Bound for Trees and Artificial Neural Networks
Self-organizing System and Artificial Neural Networks
Although not a full-fledged taxonomy, this reference anticipates that the implementation of DDA relies either on probabilistic/statistical analysis of the user behavior or in more artificial intelligence processes, namely neural networks and machine learning.
An example of the application of DDA can be found in [
18], where the researchers extracted traces from previously played games of Tetris, built a case base, predicted the skill level of a player and adjusted the difficulty of the game based on that analysis. The first 10 rounds of the game were dedicated to gathering tactical decisions of the player and keeping track of the height of the board, as the skill level prediciton was made only when both conditions were fulfilled. Determining a number of rounds to gather information was complicated, as more rounds give a better estimation, but also require more time to detect the skill level and adjust the difficulty of the game. In this case, the DDA method looked for clusters in the case base to identify different groups of players and used that to predict the skill level of a new player. The number of clusters was selected with the use of k-means algorithm (varying k from 2 to 6). Based on the research, they decided to establish three clusters because of the simplicity of the game. When the system decides to help the player, it checks for how good each type of piece is in the current board for the player and selects one of three good pieces randomly. The lower the level of the player, the more help the system provides. Researchers have concluded that players obtained higher scores and had a higher level of satisfaction in games in which DDA was active.
Another great example of effective DDA usage is described in [
19], where researchers analyzed and adjusted the supply and demand of a game inventory in order to control overall game difficulty Game developers analyzed the system by tracking specific identifiable patterns and iteratively refined those systems until the game was balanced. Researchers used the Hamlet system, which is primarily a set of libraries embedded in the Half Life game engine, to monitor incoming game data and estimate player’s future state. They monitored the player’s movement throughout the game world and estimated the player’s future state based on that game data. By observing the player’s inventory (health, weapons, ammunition, etc.) they could predict potential shortfalls and thus adjustment opportunities.
The goal was to keep the player in a state where his skills match the difficulty of the game by encouraging certain states, and discouraging others, as described in Csikszentmihalyi’s flow model. In order to support continued engagement, they had to match the challenge with the player’s skill (
Figure 1). Researchers used two types of adjustment actions: reactive and proactive. Reactive actions manipulate elements that are in play (accuracy, damage of attacks, level of health etc.), while proactive actions adjust elements that are not yet in play (changing properties of off-stage entities). Proactive adjustments give more power over game behaviour, but are harder to evaluate, as they happen at a greater distance. They can often require additional reactive adjustments, which can lead to a spiralling loop of changes that can result in chaotic behaviour. Reactive changes, on the other hand, are simple to execute and have a straightforward impact on the game, but can be noticed by the player because they happen closer to the interaction.
When the system decides to intervene and control the supply and demand of the goods, it can perform two different policies: comfort and discomfort zones. The comfort zone policy is characterized by steady demand and predictable supply, as the goal is to keep the player’s health between 25% and 75%. If enemies overwhelm the player, they are tuned to shoot less often, less accurately and the player is supported with additional health packages. The player in the comfort zone feels challenged, but safe. The discomfort zone was developed for more experienced players, as its goal was to keep the player on the edge of his seat, fighting back from 15% or 20% health and always expecting enemies to appear. Enemy accuracy increases continually, while ammo and health become more and more scarce. The supply is thus gradually lowered, while the demand continues to increase.
Another popular approach to DDA, used in many games, is rubber banding. The term describes the relation between the player and his opponent, which are held together as a rubber band. In whichever direction the player “pulls” (playing better or worse than the opponent), the opponent will follow in that direction (starts to play better or worse). At first glance the idea is logical and seems to be effective, but can often suffer from misbalance and exploitability. As described in [
20], the exploitability can be especially noticed in the racing games (Need for Speed or Mario Kart). The further ahead the player car is, the faster the opponent will drive and the further behind the player car is, the slower the opponent will drive. In Mario Kart, players with lower skill level also get more powerful weapons. The rubber banding system includes all players, regardless of their skills and makes the game more competitive while insuring that the opponent is close to the player. The concern with this technique is the exploitability, as the best tactic would be to drive slowly to ensure that opponents do not go too fast and to make sure you get all the best weapons, which is not what the games are striving for (mastering a skill).
Another interesting example of the Dynamic Difficulty Adjustment system, also described in [
20], is employed in ’’God Hand’’ by Clover Studio. It follows the strategy ’’observe and adjust’’ like the other systems, but does not hide anything from the player. The difficulty level meter is actually presented in the bottom left corner of the screen for the player to observe. This meters fills with player’s progression through the game and increases the difficulty when reaching the top. When the player sustains damage, the meter drops. Therefore, the game adjusts to the player, but lets him know that adjustments are happening. The player is rewarded with mastering a new skill in a very demanding environment and simultaneously receiving additional points, which can be used for new moves to help the player defeat the enemy.
Araújo et al present a very interesting study where DDA (through a fuzzy controller) was used to control the generation of levels for visual sequences, but using a robotic system [
21]. Roughly, the system worked as follows: four touch-sensitive cubes acted as inputs to the system (through actuators), but also as outputs (LEDs and buzzer) to the user. By touching one of the cubes, the robot can generate a stimulus to the user, represented by the color of the LED of the cube (red, green, blue or yellow). The obtained results showed that participants were interested in using the proposed system because of the attractive human-machine interface, implemented with the robot and smart objects and achieved a greater level of satisfaction and immersion.
3. DDA in Transform@
The Serious Game Transform@ was originally developed at GILT-ISEP (a research group in the field of games, interaction and learning technologies) and Virtual Campus (a software development company) in the scope of the homonym European project. The main objective and purpose of the game is the development of entrepreneurship and e-business competences of the players [
22], who are required to build up an e-commerce business in a rural context by collecting financial resources, human resources (HR) and potential clients (PC) while facing other competitors with the same goals.
Transform@ is a turn-based digital board game that can be played in either single-player or multi-player (online) mode as shown in
Figure 2. In each turn, the player rolls a dice, picks a tile to move to and performs a business action. Victory goes to the player that first reaches the end tile (company registration booth) with the minimum (configurable) required set of resources (for example: 5000 €, 4 Potential Clients and 4 Human Resources) and at least 50% of company equity.
In the board, there are three types of tiles: neutral, quiz and luck tile. In quiz tiles, the player selects the difficulty, answers a question and receives (or loses) money depending on the correctness of the answer. Luck tiles can increase or decrease the amount of resources (money, PC or HR). In relation to the business actions, the player can choose from four different categories: Friendly deals, Attack deals, Financial deals and Business deals:
In the Friendly deals, a player can offer money to the other players to get information about their PC or hire their HR. The player can also put his/her own PCs information for auction. The opponent can either accept or reject the offer.
In the Attack deals, the player offers money to convince opponent’s PC or HR to join his/her company but the opponent doesn’t receive any money for the transaction. The player pays the amount he chooses regardless of actually receiving PC or HR, so it is riskier than friendly deals, but non-beneficial for the opponent.
The Financial deals are used for selling and buying company equity, taking loans, merging with other companies or buying them out.
The Business deals are the most important for company growth. Here the player pays money to get more HR, PC or invest in something and get more money later.
In the single-player version, the player’s opponents are computer controlled characters (1–3 players). Initially there were three difficulty levels of computer operated players: Easy Going, Entrepreneur and Tycoon. They differed by the style of negotiation, negotiation hardness, difficulties and correctness of quiz answers. In terms of decision making and strategy, all three levels operate at the turn-level without a long-term strategy which means that in almost most cases the computer player’s decisions will not be based on its current state. This was revealed to be a problem as the challenge that players were faced with was not correctly adjusted to player ability, and so therefore engagement level was not at the maximum. The solution was to incorporate mechanisms that would dynamically adjust the difficulty according to the current state of the game.
This study goal was to create an opponent that decides strategically and presents a real threat to the user player thus increasing the players’ engagement. Predetermining the difficulty level of the computer players doesn’t consider the individuality of the human player. Game difficulty is predetermined and consequently does not adjust to uniqueness of the human player, which can lead to mismatches between the player’s abilities and challenges that the game imposes on him. Having a wide range of possible difficulties that would cover every individual player’s skill level imposes a problem for the player, when he has to choose one. On the other hand, a small amount of difficulty levels can hardly cover all the different types of players. Dynamic Difficulty Adjustment (DDA) offers a solution to this problem by modulating in-game systems that respond to an individual player’s abilities over the course of the game. We thus provide the computer with the ability to change the difficulty for all the different skill levels without complicating things for the user. By using DDA, the player does not have to switch difficulties during the game, if the game is too hard or too easy, as the computer does the adjusting for him. With that, we can keep the immersion and flow of the game and ensuring the game enjoyability.
3.2. Creating the “Strategic” Player
In this case, the goal was to improve the weakest difficulty level: Easy Going player. As mentioned before, the Easy Going player had a high bankruptcy probability (on average one in three bankrupted in a 4 player game with 3 Easy Going players). Even without this problem, its chances of winning were minimal. In order to create a strategic version of the Easy Going player (named Strategic player), first its “personality” was defined; that is, how it reasoned, what its mindset was and what kind of “person” it was. In real life an Easy Going player would be a person who has a full-time job and is running a small company on the side. He/she does not want to take too much risks, as this is more of a hobby than a business, he/she enjoys having a small company and wants it to last. But after some years it all becomes unchallenging and tedious, so he/she wishes for expansion and then Easy Going player becomes the Strategic player. The company is growing, but he/she still has one eye on the money, because in the end it is his/her money invested in the company.
It was then decided that the Strategic player should not be aggressive, but be conservative in risk taking and also slowly move towards the game goals. After constructing its personality, the construction of the decision tree was rather self-evident (
Figure 4).
The first thing that the Strategic player checks every turn is its bank account status. If it is in danger of bankruptcy, it chooses a move from the category Emergency moves (
Figure 5), that brings instant money and provide survival (
Selling Company Share,
Auctioning PC Information,
Bank Loan or
Merge with Another Company). In case its financial position is secure, it looks for expansion and growth by investing in the area that is lagging behind (PC, HR or money).
Since the essence of the Easy Going player is present in the Strategic player, it does not use moves from the Attack deals and does not buy out other companies; it is like your friendly neighbor that cuts his grass every Sunday and by doing that makes you cut yours so that your yard and house does not look neglected in comparison to his. This is a healthy competitiveness in which both sides win.
3.2.2. Testing the “Strategic” Player
The new Strategic player performed very well in the first tests. The tests were made with the same parameters as the initial tests (5 tests with 3 players for 10 rounds). The average company value was approx. 10,300 €, it achieved 89 % of money goals, 117 % HR goals and 82 % of PC goals. The statistics were really good, as the race to the end tile became much more interesting (the possibility of the human player defeat was much more likely now). The Strategic player did not just prevent bankruptcy, but actually had a rather good chance of winning.
However, even though the results were excellent, one problem arose: in the start of the game each player has 2500 €, 1 HR and 0 PC, which means that the first move is quite predictable: the player has more than half of the initial money (of course), so he checks at his accomplished goals. The least accomplished goal in the beginning of the game would always be PC, so there were two only possible moves in the first round (
Figure 6). That made the initial moves of the game quite obvious particularly when playing against three Strategic players. The solution was implementing structured randomness: The Strategic player will make X number of its moves random, just like with the Easy going player, except it will only pick between the moves that it uses during the game (no attack moves or buy out). The question that arose was, how many rounds should be random, to keep as much strength as possible, but increasing the diversity of the moves at the same time. The results were quite interesting as can be seen in
Figure 7.
By making the first round random, the company value of the Strategic player dropped for approx. 15%. The company value rose with each added random round and reached its peak at 3 rounds. It uses 33% more moves than the regular Strategic player, while its company value is almost the same (which was quite unexpected). The expectation was that with each added random round the value will drop. As it turned out the player experiences more Emergency moves in the regular Strategic gameplay, because all his first moves consume a lot of money. If the player wants to increase the number of his PC, it must do a Promotional Campaign, which costs 1000 €, so if the player does two campaigns it’ll be in the “Emergency zone”.
With three initial random rounds, the moves are more diverse, so the players
Take out Loans,
Sell Company Share,
Contract HR etc. Interestingly enough this has its limits, and it is exactly three. By implementing another random round (4 random rounds at the start of the game) the average company value dropped significantly (
Figure 7). With four random rounds things become too unpredictable and the Strategic player is left to correct the mistakes throughout the entire game and fails to reach the full potential.
With even more random rounds (4+) the company value doesn’t drop significantly, as the chaos is already present since the fourth round, but the company value becomes less consistent. For instance, with 10 random rounds in the beginning, the Strategic player scored as high as 9250 and as low as 6300, but the average is still similar to the other 4+ random rounds gameplays (
Figure 4). The more random the choices the more random the outcome.
The 10-random rounds Strategic player is similar to the Easygoing player. Both pick random moves, with the exception that 10-random rounds Strategic player randomly picks its moves out of the set of moves that have been deemed as useful. Therefore, it is no wonder that he scores almost 50% higher than the Easygoing player. Since they are both random, the accomplishment of goals doesn’t improve significantly.