Dynamic Difficulty Adjustment in Virtual Reality Exergames through Experience-driven Procedural Content Generation
Tobias Huber, Silvan Mertes, Stanislava Rangelova, Simon Flutura,, Elisabeth Andr\'e

TL;DR
This paper introduces a novel approach for dynamic difficulty adjustment in VR exergames by using experience-driven procedural content generation, creating personalized levels that adapt to players' capabilities to enhance motivation and long-term engagement.
Contribution
It proposes a new method combining neural network-based maze generation and deep reinforcement learning for adaptive difficulty in VR exercise games, moving beyond simple parameter tuning.
Findings
Prototype successfully generates personalized mazes with exercise rooms.
User study indicates increased motivation and engagement.
Adaptive levels match player capabilities effectively.
Abstract
Virtual Reality (VR) games that feature physical activities have been shown to increase players' motivation to do physical exercise. However, for such exercises to have a positive healthcare effect, they have to be repeated several times a week. To maintain player motivation over longer periods of time, games often employ Dynamic Difficulty Adjustment (DDA) to adapt the game's challenge according to the player's capabilities. For exercise games, this is mostly done by tuning specific in-game parameters like the speed of objects. In this work, we propose to use experience-driven Procedural Content Generation for DDA in VR exercise games by procedurally generating levels that match the player's current capabilities. Not only finetuning specific parameters but creating completely new levels has the potential to decrease repetition over longer time periods and allows for the simultaneous…
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