ICEC 2024 · Springer LNCS 15192 · first author
Dungeon Wipe: Exploring Dynamic Difficulty Adjustment with Power-Up Mechanics
The game reads health thresholds to decide potion support and leaves enemy count, damage and behaviour alone. A Monte Carlo simulation over 5 levels at 1,000 runs each put modelled failure at 8% with adaptive support, against 40% and 56% for the fixed distributions. Of 38 computer-science students who played it, 83% did not perceive the adaptation.
Read publication (opens in a new tab)Master’s thesis · MSc in progress
I read what Riot wanted to change, then looked for that change in the match data. For Diana’s jungle clear, I compared neutral monsters killed at 10 and 30 minutes. The October manuscript compares patches 25.20 and 25.21 using 2,885 observations across twelve champions in 2,486 matches.
Six of the twelve changes met my criteria for matching Riot’s stated intention. One met them in part and five missed. That describes what I found in the retained matches across these two patches.