TY - GEN
T1 - Fuzzy controller based AI for dynamic difficulty adjustment for defense of the Ancient 2 (DotA2)
AU - Pratama, Nino Prasetyo Hamal
AU - Nugroho, Supeno Mardi Susiki
AU - Yuniarno, Eko Mulyanto
N1 - Publisher Copyright:
© 2016 IEEE.
PY - 2017/1/20
Y1 - 2017/1/20
N2 - Defense of the Ancient 2 (DotA2) is a game with a huge player base achieving almost 11 millions players during the time when this paper was written. Even though this game is more focused on its multiplayer players versus players mode, it's bot match mode is still a viable feature provided by Valve for beginner players to start learning DotA2 and even for seasoned players it is still used to testing builds or sharpening their skills. However static AI implemented in this game are often mismatched between the player and the AI difficulty because player themselves don't know how far their limit is. Even for seasoned player facing AI with perfect reaction for the whole game is often still frustrating. This research offer enrichment in gaming experience for players with implementation of Dynamic Difficulty Adjustment (DDA) to avoid this misconception by applying right difficulty based on player in-game records. The result showed that the AI for Dynamic Difficulty Adjustment can be applied in the game.
AB - Defense of the Ancient 2 (DotA2) is a game with a huge player base achieving almost 11 millions players during the time when this paper was written. Even though this game is more focused on its multiplayer players versus players mode, it's bot match mode is still a viable feature provided by Valve for beginner players to start learning DotA2 and even for seasoned players it is still used to testing builds or sharpening their skills. However static AI implemented in this game are often mismatched between the player and the AI difficulty because player themselves don't know how far their limit is. Even for seasoned player facing AI with perfect reaction for the whole game is often still frustrating. This research offer enrichment in gaming experience for players with implementation of Dynamic Difficulty Adjustment (DDA) to avoid this misconception by applying right difficulty based on player in-game records. The result showed that the AI for Dynamic Difficulty Adjustment can be applied in the game.
KW - Artificial Intelligence
KW - DDA
KW - DotA2
KW - Fuzzy Logic Controller
UR - http://www.scopus.com/inward/record.url?scp=85016799162&partnerID=8YFLogxK
U2 - 10.1109/ISITIA.2016.7828640
DO - 10.1109/ISITIA.2016.7828640
M3 - Conference contribution
AN - SCOPUS:85016799162
T3 - Proceeding - 2016 International Seminar on Intelligent Technology and Its Application, ISITIA 2016: Recent Trends in Intelligent Computational Technologies for Sustainable Energy
SP - 95
EP - 100
BT - Proceeding - 2016 International Seminar on Intelligent Technology and Its Application, ISITIA 2016
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2016 International Seminar on Intelligent Technology and Its Application, ISITIA 2016
Y2 - 28 July 2016 through 30 July 2016
ER -