Incongruity-based adaptive game balancing

G. Lankveld, van, P. Spronck, H.J. Herik, van den, G.W.M. Rauterberg

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

26 Citations (Scopus)
11 Downloads (Pure)


Commercial games possess various methods of game balancing. Each of them modifies the game’s entertainment value for players of different skill levels. This paper deals with one of them, viz. a way of automatically adapting a game’s balance which is based on the theory of incongruity. We tested our approach on a group of subjects, who played a game with three difficulty settings. The idea is to maintain a specific difference in incongruity automatically. We tested our idea extensively and may report that the results coincide with the theory of incongruity as far as positive incongruity is concerned. The main conclusion is that, owing to our automatically maintained balanced difficulty setting, we can avoid that a game becomes boring or frustrating.
Original languageEnglish
Title of host publicationProceedings of ACG 2009
EditorsP. Spronck, H.J. Herik, van den
Place of PublicationBerlin/Heidelberg
Publication statusPublished - 2010
Eventconference; ACG 2009 -
Duration: 1 Jan 2010 → …

Publication series

NameLecture Notes in Computer Science
ISSN (Print)0302-9743


Conferenceconference; ACG 2009
Period1/01/10 → …
OtherACG 2009

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  • Cite this

    Lankveld, van, G., Spronck, P., Herik, van den, H. J., & Rauterberg, G. W. M. (2010). Incongruity-based adaptive game balancing. In P. Spronck, & H. J. Herik, van den (Eds.), Proceedings of ACG 2009 (pp. 208-220). (Lecture Notes in Computer Science; Vol. 6048). Springer.