Balancing gaming experience in procedurally generated levels

DOI: 10.31673/2412-9070.2025.026690

Authors

  • І. С. Товсточуб, (Tovstochub I. S.) State University of Information and Communication Technologies, Kyiv
  • О. В. Зінченко, (Zinchenko O. V.) State University of Information and Communication Technologies, Kyiv

DOI:

https://doi.org/10.31673/2412-9070.2025.026690

Abstract

Procedural content generation is an important tool in video game development; however, ensuring a balanced gaming experience in generated levels remains a significant challenge for developers.
This paper presents an algorithm for balancing the gaming experience in procedurally generated levels, based on a model for predicting completion time and adjusting difficulty. The study identified the key factors affecting completion time: overall path length, the number of decision-making stops, the number of steps, and the player's movement speed. It was found that the influence of these factors varies among different categories of players.
The proposed method enables game developers to more effectively adjust the parameters of procedural generation to achieve the target completion time and create a balanced gaming experience for various player categories.

Keywords: procedural generation, generation of graphical objects, balancing, adaptive difficulty, balancing the gaming experience, mazes, game design

Published

2025-05-19

Issue

Section

Articles