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2.1.1 Level Size always being evident to the player at initialization
(that there is a clear path for the red car to be moved
The size of the level, measured by the number of pos-
off of the grid) it was determined there is no solution
sible positions on the grid. We expect how bigger the
feature.
level size is the more difficult a level becomes.
2
3.1 Level Size 4 Acknowledgements and Fur-
Because this is the most basic of the features, it is also ther research
the most difficult to assess in a vacuum. Everything
We have presented a set of features, as well as a sam-
from the number of cars to the amount of moves a
ple function to approximate the difficulty of the game,
player can make is bound by this feature. Further-
based on the methodology proposed by Kreveld et
more, because of the game increasing this feature af-
al(Kreveld et al., 2015). However, this function in its
ter only the first levels of play, it is not (at least by
current state is based purely on theoretical knowledge
the game’s interpretation of difficulty curve) treated
about the game, and can only be used as a general
as a factor for difficulty increase.
indication of what features might weigh heavier than
others.
In order to verify these indications and use the pro-
3.2 Number of cars
posed features to construct an accurate function,
This is also a fundamental feature of the game, so more research and extensive testing would need to
we can argue that the non-linear approach for this be done. In this paper there is a distinct lack of em-
specific aspect of the game is also tricky. One obser- pirical data and user studies, such as what Kreveld
vation that can be made is that as we increase the et al used to verify their expectations and to create
number of cars, we obstruct the ability of the player the function. It is thus proposed that in order to ac-
to predict the future moves that can be made. This tualise a difficulty function for the game Car Escape,
happens mainly because each move ”locks” more po- difficulty data should be gathered in a similar man-
tential moves when the grid is overpopulated with ner.
cars. Additionally, while for the purposes of this paper we
adhered to the game rules as described in section one,
there exist similar games for which the rules may only
3.3 Moves differ slight amounts. While for these games, the
core features influencing difficulty may be the same
The number of moves required to solve the level is the as for Car Escape, nuanced differences may have un-
only feature that we can highly derive linearity from. expected effects on game-play and difficulty. If a dif-
It is most probable that with the correct ”weight” for ficulty function for this ’family’ of games is desired,
the difficulty function that this can be very closely rather than solely a difficulty function for this per-
and correctly measured. However, we suspect that mutation of the game, these nuances should be taken
very high number of moves do not change the dif- into account, and it is not to be assumed the function
ficulty as much as one might think, so it could be proposed here would satisfy all games of this family.
expressed for example as a log(n) where n is the min-
imum number of moves required to solve the level.
References
3.4 Counter intuitive moves Kreveld, M. V., Löffler, M., and Mutser, P. (2015).
Automated puzzle difficulty estimation. 2015
This is also a very complex feature to correctly as- IEEE Conference on Computational Intelligence
sess. However, because of the non-standard corre- and Games (CIG), pages 415–422.
lation that this feature has on difficulty mainly be-
Puzzle Saga Studio (2018). Car Escape.
cause the ”weight” of this feature can vary from
https://play.google.com/store/apps/
player to player we cannot make any predictions on
details?id=com.puzzlegames.parking.
how it could be affecting the difficulty function non-
unblock.puzzle&hl=en&gl=US.
linearly.