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Stream/Area:
-
Subject:
-
Paper ID:
IJSREM2231
Volume:
3 |
11 |
Nov 2019
Pages:
Publication Frequency:
Monthly (12 issues per year)
License:International Journal of Scientific Research in Engineering and Management follows the Creative Commons Attribution 4.0 (CC BY 4.0) License, allowing free use and distribution with proper attribution.
Game designers these days are trying to get away from stuff that is just completely unpredictable. They want random elements that players can actually control or tweak a bit. I mean, the old way with uniform probabilities often feels off. It leads to experiences that are all over the place, and players do not get much chance to strategize or feel involved. This project is about a weighted random system. It uses probabilities that are managed carefully, plus some rules to adjust things on the fly. That way, it boosts predictability without killing the surprise, and it makes interactions fairer for everyone. Traditional random stuff just sits there. You cannot really change it to fit the game situation or how far along someone is. In interactive games, there has to be some balance. Players need agency mixed with a bit of chance so they stay hooked and can make choices that matter. But the usual methods do not adapt well. They ignore what players do, which might leave people feeling unsatisfied. It seems like that is a big issue, since human activities should influence outcomes somehow. Some might argue pure randomness keeps it exciting, but others say it just frustrates folks. This part gets a bit messy to explain. Anyway, the new approach tries to fix that gap.
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Publication Date
4/24/2026
Peer Review Type
Double-Blind Peer Review
Review Rounds: 2
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Conflict of Interest
The authors declare no conflict of interest related to this research work.
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