Adaptive level modification via player skill classification and large language models

Abstract Maintaining player engagement in video games requires a careful balance between challenge and player competence. Static difficulty settings fail to account for individual skill variation, while existing dynamic difficulty adjustment systems are limited to tuning low-level game parameters rather than restructuring level content. This paper presents an adaptive level modification framework that personalizes gameplay by continuously inferring player skill and applying targeted structural modifications to level content in real-time. A hybrid behavioral dataset is constructed by combining agent-generated trajectories, produced by Proximal Policy Optimization (PPO) agents, a reinforcement learning approach, trained at three distinct skill levels, with manually collected human gameplay data labeled through clustering. A classifier trained on this dataset categorizes players into expert, normal, and beginner skill levels, achieving an overall accuracy of 97.82%. The classifier output drives a two-stage large language model (LLM) pipeline guided by prompt engineering, which expands a skill-conditioned prompt into a structured modification instruction applied to the current level chunk. A physics-constrained verifier based on a graph-based shortest path method ensures all modified levels remain traversable. Evaluated on Super Mario Bros. levels, the framework achieves a post-modification playability rate of 74.1% at the full-level granularity and 83.5% at the isolated-chunk granularity, closely matching the 80.0% baseline of the original levels.

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Publication Details

Journal
Scientific Reports
Published
2026-07-28
DOI
https://doi.org/10.1038/s41598-026-63084-z
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
0.00
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article

Adaptive level modification via player skill classification and large language models

Ahmed A. Elshamy, Ahmed B. Zaky, Moaaz H. Aldakar, Shehab T. Shaban et al.
Scientific Reports
Artificial Intelligence in Games
article

Adaptive level modification via player skill classification and large language models

Ahmed A. Elshamy, Ahmed B. Zaky, Moaaz H. Aldakar, Shehab T. Shaban, Hazem N. Aliedin
article en

Abstract

Abstract Maintaining player engagement in video games requires a careful balance between challenge and player competence. Static difficulty settings fail to account for individual skill variation, while existing dynamic difficulty adjustment systems are limited to tuning low-level game parameters rather than restructuring level content. This paper presents an adaptive level modification framework that personalizes gameplay by continuously inferring player skill and applying targeted structural modifications to level content in real-time. A hybrid behavioral dataset is constructed by combining agent-generated trajectories, produced by Proximal Policy Optimization (PPO) agents, a reinforcement learning approach, trained at three distinct skill levels, with manually collected human gameplay data labeled through clustering. A classifier trained on this dataset categorizes players into expert, normal, and beginner skill levels, achieving an overall accuracy of 97.82%. The classifier output drives a two-stage large language model (LLM) pipeline guided by prompt engineering, which expands a skill-conditioned prompt into a structured modification instruction applied to the current level chunk. A physics-constrained verifier based on a graph-based shortest path method ensures all modified levels remain traversable. Evaluated on Super Mario Bros. levels, the framework achieves a post-modification playability rate of 74.1% at the full-level granularity and 83.5% at the isolated-chunk granularity, closely matching the 80.0% baseline of the original levels.

Scientific ReportsVol. 16(1)
Benha University (EG), Egypt-Japan University of Science and Technology (EG)
Quality Education
Openalex Percentile: Top 6%
Artificial Intelligence in Games
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