AI Director vs. No Director: Evaluating Dynamic Difficulty in a Dungeon Crawler

This study explores the design, implementation, and evaluation of an adaptive AI Director system in a dungeon crawler prototype, Somniat. The AI Director dynamically adjusts enemy spawning and item distribution based on player behaviour, combat style, and in-game progression to enhance engagement and fairness. By classifying players into archetypes and responding to factors like combat preferences, stat distributions, and current health (lucidity), the system tailors gameplay in real time. A controlled A/B testing framework compared sessions with and without the AI Director, gathering telemetry and qualitative feedback. Results indicate that while no statistically significant differences were observed due to limited sample size, the adaptive version produced more consistent and satisfying experiences. Most testers preferred the adaptive system for its balanced stat allocation, responsive enemy encounters, and dynamic difficulty scaling. The findings suggest that AI-driven difficulty adjustment enhances player engagement. with broader implications for game accessibility and adaptive learning environments. Future work will involve expanded testing, affective data integration, and exploration of transparency and player agency in adaptive systems.

Publication Details

Journal
KTH Publication Database DiVA (KTH Royal Institute of Technology)
Published
2025-01-01
Primary Topic
Geochemistry and Geologic Mapping
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

AI Director vs. No Director: Evaluating Dynamic Difficulty in a Dungeon Crawler

KTH Publication Database DiVA (KTH Royal Institute of Technology)
Geochemistry and Geologic Mapping
article

AI Director vs. No Director: Evaluating Dynamic Difficulty in a Dungeon Crawler

article en

Abstract

This study explores the design, implementation, and evaluation of an adaptive AI Director system in a dungeon crawler prototype, Somniat. The AI Director dynamically adjusts enemy spawning and item distribution based on player behaviour, combat style, and in-game progression to enhance engagement and fairness. By classifying players into archetypes and responding to factors like combat preferences, stat distributions, and current health (lucidity), the system tailors gameplay in real time. A controlled A/B testing framework compared sessions with and without the AI Director, gathering telemetry and qualitative feedback. Results indicate that while no statistically significant differences were observed due to limited sample size, the adaptive version produced more consistent and satisfying experiences. Most testers preferred the adaptive system for its balanced stat allocation, responsive enemy encounters, and dynamic difficulty scaling. The findings suggest that AI-driven difficulty adjustment enhances player engagement. with broader implications for game accessibility and adaptive learning environments. Future work will involve expanded testing, affective data integration, and exploration of transparency and player agency in adaptive systems.

KTH Publication Database DiVA (KTH Royal Institute of Technology)
Openalex Percentile: Top 65%
Geochemistry and Geologic Mapping
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.