Difficulty Oriented Action Planning (DOAP) is a framework that
implements Dynamic Difficulty Adjustment (DDA) in Goal Oriented
Action Planning (GOAP) agents, altering their level of artificial
stupidy based on player performance.
To test this framework, we built a stealth game where the player
takes the role of the real-life art-thief Vjeran Tomic, during his
2010 burglary of the Museum of Modern Art in Paris. The game has two
DOAP controlled guards roam the museum, while the player tries to
aboid them and steal five paintings.
The project was created in Unity in a team of five people. I
programmed the DDA implementation, creating a solution that allowed
other developers to easily alter to what degree player actions
affected the difficulty, and how the difficulty affected GOAP
weights and other GOAP Agent aspects without requiring them to write
any code.
Another group member and I coordinated the user tests, with me
handling all of the data analysis after the tests' conclusion. I
also created a screen-based outline shader to give the game a more
appealing art style, and designed some of the UI elements. Finally,
I made both the cutscenes of the project and its associated AV
Production, working with both internal and external actors.