Abstract
In this report, we investigate several approaches to estimate quantitatively the level of difficulty of mobile games by using data analysis and learning methods. We base our study on data for the game Bubble Witch 3 Saga from the company KING. By defining key parameters and variables of the problem and how they depend on the given data sets, we propose a clear strategy for modelling the game difficulty. We use a probabilistic approach that suggests routes to improve “know-how” on the effect of specific features on the game difficulty, and this can be useful in the design process. In addition, the data shows that the probability of passing a level depends on the number of attempts performed by the player, which implies the existence of a learning process. We use this feature to analyze the probability of passing a level.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
In Level 1, all bubbles are of a fixed color, as it is a tutorial level with a fixed structure. If we also had some randomly colored bubbles, they would be part of a different layer.
References
Individual differences in the proneness to have flow experiences are linked to dopamine d2-receptor availability in the dorsal striatum. NeuroImage 67:1–6 (2013)
M. Csikszentmihalyi, Flow: The Psychology of Optimal Experience 01 (1990)
A. Dietrich, Neurocognitive mechanisms underlying the experience of flow. Consciousness Cognit. 13(4), 746–761 (2004)
R. Hunicke, M. Leblanc, R. Zubek, Mda: A formal approach to game design and game research, in Proceedings of the Challenges in Games AI Workshop, Nineteenth National Conference of Artificial Intelligence (Press, 2004), pp. 1–5
C. Kilgore, Gamasutra (2020). https://www.gamedeveloper.com/design/understanding-challenge
C.N. Morris, Natural exponential families with quadratic variance functions: statistical theory. Ann. Stat. 11(2), 515–529, 06 (1983)
J. Pearl, Causality: Models, Reasoning and Inference, 2nd edn. (Cambridge University Press, USA, 2009)
Statista. Statista (2020). www.statista.com/statistics/237749/value-of-the-global-entertainment-and-media-market/
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Aguareles, M. et al. (2023). Early Estimation of Level Difficulty in Mobile-Games. In: Aguareles, M., Font, F., Myers, T., Pellicer, M., Solà-Morales, J. (eds) Applications of Industrial Mathematics. ESGI 2020. RSME Springer Series, vol 8. Springer, Cham. https://doi.org/10.1007/978-3-031-32130-6_3
Download citation
DOI: https://doi.org/10.1007/978-3-031-32130-6_3
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-32129-0
Online ISBN: 978-3-031-32130-6
eBook Packages: Mathematics and StatisticsMathematics and Statistics (R0)