

In all cases, it is necessary to measure, implicitly or explicitly, the difficulty the user is facing at a given moment. ĭifferent approaches are found in the literature to address dynamic game difficulty balancing. Still, this can lead to a frustrating experience for both experienced and inexperienced gamers, as they attempt to follow a preselected learning or difficulty curves poses many challenges to game developers as a result, this method of gameplay is not widespread. The parameters of this increase (rate, frequency, starting levels) can only be modulated at the beginning of the experience by selecting a difficulty level. Traditionally, game difficulty increases steadily along the course of the game (either in a smooth linear fashion, or through steps represented by levels).

The goal of dynamic difficulty balancing is to keep the user interested from the beginning to the end, providing a good level of challenge. Automatically changing parameters, scenarios, and behaviors in video games in real-timeĭynamic game difficulty balancing ( DGDB), also known as dynamic difficulty adjustment ( DDA) or dynamic game balancing ( DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).
