Using search algorithm statistics for assessing maze and puzzle difficulty
A video game’s difficulty has a large impact on player engagement. For instance, it is crucial in some genres to give the players a challenge difficult enough without frustrating them. We propose a simple method for assessing game-level difficulty as a precursor to adapting it to a specific player....
| Autores: | , , , |
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| Tipo de recurso: | artículo |
| Estado: | Versión publicada |
| Fecha de publicación: | 2025 |
| País: | España |
| Institución: | Varias* (Consorci de Biblioteques Universitáries de Catalunya, Centre de Serveis Científics i Acadèmics de Catalunya) |
| Repositorio: | Recercat. Dipósit de la Recerca de Catalunya |
| OAI Identifier: | oai:recercat.cat:10256/27306 |
| Acceso en línea: | http://hdl.handle.net/10256/27306 |
| Access Level: | acceso abierto |
| Palabra clave: | Algorismes computacionals Computer algorithms Videojocs Video games Simulació per ordinador Computer simulation |
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Using search algorithm statistics for assessing maze and puzzle difficultyValenzuela Muñoz, Elio MatíasSchaa, HansBarriga, Nicolas A.Patow, GustavoAlgorismes computacionalsComputer algorithmsVideojocsVideo gamesSimulació per ordinadorComputer simulationA video game’s difficulty has a large impact on player engagement. For instance, it is crucial in some genres to give the players a challenge difficult enough without frustrating them. We propose a simple method for assessing game-level difficulty as a precursor to adapting it to a specific player. In particular, we propose using simple performance metrics of algorithms such as A* and Breadth-First Search (BFS) as a proxy for the difficulty of puzzles. We performed user studies using a 2D maze simulator and a Sokoban game implementation; both built into the Unity game engine. We show that, for 2D mazes generated by Binary Space Partitioning, the number of nodes expanded by BFS highly correlates with the number of steps a human player takes to reach the goal. For Sokoban puzzles, the closed list length of an A* search is highly correlated to perceived difficulty and the number of movements a human player takes to solve the puzzle. These results show that simple metrics are probably good enough to assess a given level’s difficulty, which is a first step towards being able to personalize the difficulty of a maze or a puzzle to a particular playerThis research was partially funded by the National Agency for Research and Development (Agencia Nacional de Investigación y Desarrollo, ANID Chile), ANID-Subdirección del Capital Humano/Doctorado Nacional/2023-21230824 and FONDECYT Iniciación grant 11220438. This work was also partially funded by project PID2021-122136OB-C22 from Ministerio de Ciencia e Innovación, Spain. Open Access funding provided thanks to the CRUE-CSIC agreement with ElsevierElsevierAgencia Estatal de Investigación2025info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionpeer-reviewedapplication/pdfhttp://hdl.handle.net/10256/27306http://hdl.handle.net/10256/27306Entertainment Computing, 2025, vol. 53, art. núm. 100925Articles publicats (D-IMA)reponame:Recercat. Dipósit de la Recerca de Catalunyainstname:Varias* (Consorci de Biblioteques Universitáries de Catalunya, Centre de Serveis Científics i Acadèmics de Catalunya)Inglésinfo:eu-repo/semantics/altIdentifier/doi/10.1016/j.entcom.2025.100925info:eu-repo/semantics/altIdentifier/issn/1875-9521info:eu-repo/semantics/altIdentifier/eissn/1875-953XPID2021-122136OB-C22info:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2021-2023/PID2021-122136OB-C22Attribution-NonCommercial 4.0 Internationalhttp://creativecommons.org/licenses/by-nc/4.0/info:eu-repo/semantics/openAccessoai:recercat.cat:10256/273062026-05-29T05:05:01Z |
| dc.title.none.fl_str_mv |
Using search algorithm statistics for assessing maze and puzzle difficulty |
| title |
Using search algorithm statistics for assessing maze and puzzle difficulty |
| spellingShingle |
Using search algorithm statistics for assessing maze and puzzle difficulty Valenzuela Muñoz, Elio Matías Algorismes computacionals Computer algorithms Videojocs Video games Simulació per ordinador Computer simulation |
| title_short |
Using search algorithm statistics for assessing maze and puzzle difficulty |
| title_full |
Using search algorithm statistics for assessing maze and puzzle difficulty |
| title_fullStr |
Using search algorithm statistics for assessing maze and puzzle difficulty |
| title_full_unstemmed |
Using search algorithm statistics for assessing maze and puzzle difficulty |
| title_sort |
Using search algorithm statistics for assessing maze and puzzle difficulty |
| dc.creator.none.fl_str_mv |
Valenzuela Muñoz, Elio Matías Schaa, Hans Barriga, Nicolas A. Patow, Gustavo |
| author |
Valenzuela Muñoz, Elio Matías |
| author_facet |
Valenzuela Muñoz, Elio Matías Schaa, Hans Barriga, Nicolas A. Patow, Gustavo |
| author_role |
author |
| author2 |
Schaa, Hans Barriga, Nicolas A. Patow, Gustavo |
| author2_role |
author author author |
| dc.contributor.none.fl_str_mv |
Agencia Estatal de Investigación |
| dc.subject.none.fl_str_mv |
Algorismes computacionals Computer algorithms Videojocs Video games Simulació per ordinador Computer simulation |
| topic |
Algorismes computacionals Computer algorithms Videojocs Video games Simulació per ordinador Computer simulation |
| description |
A video game’s difficulty has a large impact on player engagement. For instance, it is crucial in some genres to give the players a challenge difficult enough without frustrating them. We propose a simple method for assessing game-level difficulty as a precursor to adapting it to a specific player. In particular, we propose using simple performance metrics of algorithms such as A* and Breadth-First Search (BFS) as a proxy for the difficulty of puzzles. We performed user studies using a 2D maze simulator and a Sokoban game implementation; both built into the Unity game engine. We show that, for 2D mazes generated by Binary Space Partitioning, the number of nodes expanded by BFS highly correlates with the number of steps a human player takes to reach the goal. For Sokoban puzzles, the closed list length of an A* search is highly correlated to perceived difficulty and the number of movements a human player takes to solve the puzzle. These results show that simple metrics are probably good enough to assess a given level’s difficulty, which is a first step towards being able to personalize the difficulty of a maze or a puzzle to a particular player |
| publishDate |
2025 |
| dc.date.none.fl_str_mv |
2025 |
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info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion peer-reviewed |
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article |
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publishedVersion |
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http://hdl.handle.net/10256/27306 http://hdl.handle.net/10256/27306 |
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http://hdl.handle.net/10256/27306 |
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Inglés |
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Inglés |
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info:eu-repo/semantics/altIdentifier/doi/10.1016/j.entcom.2025.100925 info:eu-repo/semantics/altIdentifier/issn/1875-9521 info:eu-repo/semantics/altIdentifier/eissn/1875-953X PID2021-122136OB-C22 info:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2021-2023/PID2021-122136OB-C22 |
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Attribution-NonCommercial 4.0 International http://creativecommons.org/licenses/by-nc/4.0/ info:eu-repo/semantics/openAccess |
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Attribution-NonCommercial 4.0 International http://creativecommons.org/licenses/by-nc/4.0/ |
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openAccess |
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application/pdf |
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Elsevier |
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Elsevier |
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Entertainment Computing, 2025, vol. 53, art. núm. 100925 Articles publicats (D-IMA) reponame:Recercat. Dipósit de la Recerca de Catalunya instname:Varias* (Consorci de Biblioteques Universitáries de Catalunya, Centre de Serveis Científics i Acadèmics de Catalunya) |
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Varias* (Consorci de Biblioteques Universitáries de Catalunya, Centre de Serveis Científics i Acadèmics de Catalunya) |
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Recercat. Dipósit de la Recerca de Catalunya |
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Recercat. Dipósit de la Recerca de Catalunya |
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