Using search algorithm statistics for assessing maze and puzzle difficulty

A video game’s difficulty has a large impact on player engagement. For instance, it is crucial in some genres to give the players a challenge difficult enough without frustrating them. We propose a simple method for assessing game-level difficulty as a precursor to adapting it to a specific player. In particular, we propose using simple performance metrics of algorithms such as A ∗ and Breadth-First Search (BFS) as a proxy for the difficulty of puzzles. We performed user studies using a 2D maze simulator and a Sokoban game implementation; both built into the Unity game engine. We show that, for 2D mazes generated by Binary Space Partitioning, the number of nodes expanded by BFS highly correlates with the number of steps a human player takes to reach the goal. For Sokoban puzzles, the closed list length of an A* search is highly correlated to perceived difficulty and the number of movements a human player takes to solve the puzzle. These results show that simple metrics are probably good enough to assess a given level’s difficulty, which is a first step towards being able to personalize the difficulty of a maze or a puzzle to a particular player. • Simple performance metrics of algorithms such as A* and BFS as a proxy for puzzle difficulty. • User studies using a 2D maze simulator and a Sokoban game implementation. • The number of nodes expanded by BFS is highly correlated with the steps a human player takes in a maze. • For Sokoban, the closed list of A* is correlated to perceived difficulty and the player movements. • This shows that simple metrics are good enough to assess a given level’s difficulty.

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Publication Details

Journal
Entertainment Computing
Published
2025-02-15
DOI
https://doi.org/10.1016/j.entcom.2025.100925
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
0.00

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article

Using search algorithm statistics for assessing maze and puzzle difficulty

Gustavo Patow, Nicolas A. Barriga, Hans Schaa, Elio Valenzuela
Entertainment Computing
Artificial Intelligence in Games
article

Using search algorithm statistics for assessing maze and puzzle difficulty

Gustavo Patow, Nicolas A. Barriga, Hans Schaa, Elio Valenzuela
article en

Abstract

A video game’s difficulty has a large impact on player engagement. For instance, it is crucial in some genres to give the players a challenge difficult enough without frustrating them. We propose a simple method for assessing game-level difficulty as a precursor to adapting it to a specific player. In particular, we propose using simple performance metrics of algorithms such as A ∗ and Breadth-First Search (BFS) as a proxy for the difficulty of puzzles. We performed user studies using a 2D maze simulator and a Sokoban game implementation; both built into the Unity game engine. We show that, for 2D mazes generated by Binary Space Partitioning, the number of nodes expanded by BFS highly correlates with the number of steps a human player takes to reach the goal. For Sokoban puzzles, the closed list length of an A* search is highly correlated to perceived difficulty and the number of movements a human player takes to solve the puzzle. These results show that simple metrics are probably good enough to assess a given level’s difficulty, which is a first step towards being able to personalize the difficulty of a maze or a puzzle to a particular player. • Simple performance metrics of algorithms such as A* and BFS as a proxy for puzzle difficulty. • User studies using a 2D maze simulator and a Sokoban game implementation. • The number of nodes expanded by BFS is highly correlated with the steps a human player takes in a maze. • For Sokoban, the closed list of A* is correlated to perceived difficulty and the player movements. • This shows that simple metrics are good enough to assess a given level’s difficulty.

Entertainment ComputingVol. 53
University of Talca (CL), Universitat de Girona (ES)
Ministerio de Ciencia e Innovación, Agencia Nacional de Investigación y Desarrollo
Openalex Percentile: Top 99%
Artificial Intelligence in Games
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Using search algorithm statistics for assessing maze and puzzle difficulty — Gustavo Patow, Nicolas A. Barriga, et al. · Entertainment Computing (2025) | TGRS Research Map | TGRS