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Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).
Other games procedurally generate other aspects of gameplay, such as the weapons in Borderlands which have randomized stats and configurations. [3] This is a list of video games that use procedural generation as a core aspect of gameplay. Games that use procedural generation solely during development as part of asset creation are not included.
In free climbing (i.e. climbing rock routes with no aid), the most widely used grading systems are the French numerical or sport system (e.g. f7c+), the American YDS system (e.g. 5.13a), and latterly the UIAA scale (e.g. IX+). These systems are focused on technical difficulty, which is the main focus of the lower-risk activity of sport climbing.
A platformer (also called a platform game, and sometimes a jump 'n' run game) is a subgenre of action game in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels with uneven terrain and suspended platforms that require jumping and climbing to traverse.
Speedrun of a SuperTux level. Speedrunning is the act of playing a video game, or section of a video game, with the goal of completing it as fast as possible.Speedrunning often involves following planned routes, which may incorporate sequence breaking and exploit glitches that allow sections to be skipped or completed more quickly than intended.
Strafing in video games is a maneuver which involves moving a controlled character or entity sideways relative to the direction it is facing. This may be done for a variety of reasons, depending on the type of game; for example, in a first-person shooter, strafing would allow one to continue tracking and firing at an opponent while moving in another direction.
Game-tree complexity of a game is the number of leaf nodes in the smallest full-width decision tree that establishes the value of the initial position. [1] A full-width tree includes all nodes at each depth. This is an estimate of the number of positions one would have to evaluate in a minimax search to determine the value of the initial position.
In the freestyle skiing discipline of aerials, the International Ski Federation pre-assigns a degree of difficulty score for each jump ranging from 2.050 to 5.000 for men and 2.050 to 5.300 for women. [7] Each total judge's score is multiplied by the jump's degree of difficulty to determine a competitor's final score.