Affiliation:
1. Department of Game Media, College of Future Industry, Gachon University, Seongnma-si 13120, Republic of Korea
Abstract
Match-3 puzzle games have garnered significant popularity across all age groups due to their simplicity, non-violent nature, and concise gameplay. However, the development of captivating and well-balanced stages in match-3 puzzle games remains a challenging task for game developers. This study aims to identify the optimal algorithm for reinforcement learning to streamline the level balancing verification process in match-3 games by comparison with Soft Actor-Critic (SAC) and Proximal Policy Optimization (PPO) algorithms. By training the agent with these two algorithms, the paper investigated which approach yields more efficient and effective difficulty level balancing test results. After the comparative analysis of cumulative rewards and entropy, the findings illustrate that the SAC algorithm is the optimal choice for creating an efficient agent capable of handling difficulty level balancing for stages in a match-3 puzzle game. This is because the superior learning performance and higher stability demonstrated by the SAC algorithm are more important in terms of stage difficulty balancing in match-3 gameplay. This study expects to contribute to the development of improved level balancing techniques in match-3 puzzle games besides enhancing the overall gaming experience for players.
Funder
Ministry of Culture, Sports and Tourism in 2023
Subject
Electrical and Electronic Engineering,Computer Networks and Communications,Hardware and Architecture,Signal Processing,Control and Systems Engineering
Reference30 articles.
1. (2023, August 13). Gevolution. Available online: http://www.gevolution.co.kr/rank/.
2. Efficient Selectivity and Backup Operations in MonteCarlo Tree Search;Coulom;Computer and Games,2006
3. Smart Commerce Case Study Using 4th Industrial Revolution Technology-AI, VR;Cha;JDAEM,2020
4. Kopel, M., and Hajas, T. (2018, January 19–21). Implementing AI for Non-player Characters in 3D Video Games. Proceedings of the Intelligent Information and Database Systems: 10th Asian Conference, ACIIDS 2018, Dong Hoi City, Vietnam.
5. Compton, K., and Mateas, M. (2006, January 20–23). Procedural Level Design for Platform Games. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, Marina Del Rey, CA, USA.
Cited by
1 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献