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Static and Dynamic Difficulty Level Design for Edutainment Game Using Artificial Neural Networks

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Book cover Technologies for E-Learning and Digital Entertainment (Edutainment 2006)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 3942))

Abstract

When designing a game, one of the major tasks is to design a game of exciting and challenging difficulty levels to maintain the interest level of a player throughout the game. This is especially important when designing an educational game. This paper proposes the use of Artificial Neural Networks (ANNs), specifically the Backpropagation Neural Networks (BPNNs) for handling the gaming experience. The BPNNs can provide targeted learning experience for the user or the student. This will achieve personalized learning that is an important issue for student relationship management. The proposed frameworks will provide motivation for the student as the difficulty level progresses and adjusts to suit individual users.

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© 2006 Springer-Verlag Berlin Heidelberg

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Wong, K.W., Fung, C.C., Depickere, A., Rai, S. (2006). Static and Dynamic Difficulty Level Design for Edutainment Game Using Artificial Neural Networks. In: Pan, Z., Aylett, R., Diener, H., Jin, X., Göbel, S., Li, L. (eds) Technologies for E-Learning and Digital Entertainment. Edutainment 2006. Lecture Notes in Computer Science, vol 3942. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11736639_58

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  • DOI: https://doi.org/10.1007/11736639_58

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-33423-1

  • Online ISBN: 978-3-540-33424-8

  • eBook Packages: Computer ScienceComputer Science (R0)

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