SMU Guildhall Graduate Catalog Fall 2016 — Cohort 24 - Page 28

Albert Chen Software Development « Real Time Adaptive Difficulty Artificial Intelligence for a Procedurally Generated Bullet Hell Game For my thesis, I created Crucible, a 2D The system analyzes gameplay metrics director that procedurally generates and are in turn used by the Judge to make vertical scrolling shooter game with an AI adjusts gameplay variables to properly challenge the player. The goal of my thesis is to design a system that can challenge judgements on what gameplay values should be adjusted. players of all skill levels. The bullet hell Adaptive AI Systems, such as Left 4 novice and advanced players, making it allow for challenging, fair, and interesting genre has a significant skill gap between an ideal framework to use. Crucible is written using Warlockery, my custom C++ game engine. The game was designed to best showcase the Adaptive AI system. The content in the game is loaded in from XML files at game start up. This allowed for rapid iteration on enemies, bullets, bullet patterns, feats, flight paths, items, and the user interface. The purpose of the Adaptive AI System is to provide a challenging, fair and interesting experience for the player. 28 to determine satisfaction values, which SOFTWARE DEVELOPMENT Dead’s AI Director, or Skyrim’s Radiant AI, gameplay to be procedurally generated given collected metrics and a set of rules to work with. I learned a great deal about designing Adaptive AI and Gameplay Metric systems as well as creating a procedural generation framework for future work in the bullet hell genre. I found that my system adjusted slower than necessary to provide a worthy level of challenge to some players. Despite that, the encounters generated were interesting, and players found the overall game to be fun and the difficulty curve to feel natural.