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Dynamic game difficulty balancing, also known as dynamic difficulty adjustment (DDA) or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid them becoming bored (if the game is too easy) or frustrated (if it is too hard). The goal of dynamic difficulty balancing is to keep the user interested from the beginning to the end and to provide a good level of challenge for the user. Traditionally, game difficulty increases steadily along the course of the game (either in a smooth linear fashion, or through steps represented by the levels). The parameters of this increase (rate, frequency, starting levels) can only be modulated at the beginning of the experience by selecting a difficulty level. Still, this can lead to a frustrating experience for both experienced and inexperienced gamers, as they attempt to follow a preselected learning or difficulty curve. Dynamic difficulty balancing attempts to remedy this issue by creating a tailor-made experience for each gamer. As the users' skills improve through time (as they make progress via learning), the level of the challenges should also continually increase. However, implementing such elements poses many challenges to game developers; as a result, this method of gameplay is not widespread. == Dynamic game elements == Some elements of a game that might be changed via dynamic difficulty balancing include: * Speed of enemies * Health of enemies * Frequency of enemies * Frequency of powerups * Power of player * Power of enemies * Duration of gameplay experience 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「dynamic game difficulty balancing」の詳細全文を読む スポンサード リンク
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