Using search algorithm statistics for assessing maze and puzzle difficulty

dc.contributor
Agencia Estatal de Investigación
dc.contributor.author
Valenzuela Muñoz, Elio Matías
dc.contributor.author
Schaa, Hans
dc.contributor.author
Barriga, Nicolas A.
dc.contributor.author
Patow, Gustavo
dc.date.accessioned
2025-09-20T08:17:08Z
dc.date.available
2025-09-20T08:17:08Z
dc.date.issued
2025-03
dc.identifier
http://hdl.handle.net/10256/27306
dc.identifier.uri
https://hdl.handle.net/10256/27306
dc.description.abstract
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
dc.description.abstract
This 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 Elsevier
dc.format
application/pdf
dc.language
eng
dc.publisher
Elsevier
dc.relation
info:eu-repo/semantics/altIdentifier/doi/10.1016/j.entcom.2025.100925
dc.relation
info:eu-repo/semantics/altIdentifier/issn/1875-9521
dc.relation
info:eu-repo/semantics/altIdentifier/eissn/1875-953X
dc.relation
PID2021-122136OB-C22
dc.relation
info:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2021-2023/PID2021-122136OB-C22/ES/ENTORNOS 3D DE ALTA FIDELIDAD PARA REALIDAD VIRTUAL Y COMPUTACION VISUAL: MODELADO DE APARIENCIA Y VISUALIZACION PARA PATRIMONIO CULTURAL Y APLICACIONES DE NEUROCIENCIA/
dc.rights
Attribution-NonCommercial 4.0 International
dc.rights
http://creativecommons.org/licenses/by-nc/4.0/
dc.rights
info:eu-repo/semantics/openAccess
dc.source
Entertainment Computing, 2025, vol. 53, art. núm. 100925
dc.source
Articles publicats (D-IMA)
dc.subject
Algorismes computacionals
dc.subject
Computer algorithms
dc.subject
Videojocs
dc.subject
Video games
dc.subject
Simulació per ordinador
dc.subject
Computer simulation
dc.title
Using search algorithm statistics for assessing maze and puzzle difficulty
dc.type
info:eu-repo/semantics/article
dc.type
info:eu-repo/semantics/publishedVersion
dc.type
peer-reviewed


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