Modulating Game Difficulty with Machine Learning
summary
Prototype pairs Unreal Engine Behavior Trees and Unreal's Environment Query System with a neural network that predicts time-to-capture from snapshots of positions, directions and orb states, then scores EQS candidate patrol points to pick easy/medium/hard locations. Data comes from 400 simulated runs, predictions correlate with subjective difficulty and produce a clear difficulty gradient; hard ML-driven EQS matches an aggressive hand‑crafted EQS in kill rate. EQS-driven patrol selection, ML predicts time-to-capture, three thresholded difficulty modes.
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chapters (8)
- 0:00Introduction and overview
- 1:02Pac-Man AI analysis
- 6:12Machine learning for difficulty
- 9:31Prototype methodology
- 13:32Implementing EQS and ML
- 20:09Data training and results
- 28:23Evaluating difficulty modes
- 35:31Future work and conclusions
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