Research AppraisalRandomised Controlled Trial

Adaptive level modification via player skill classification and large language models

Scientific reportsElshamy, Ahmed A, Aliedin, Hazem N, Shaban, Shehab T et al.28 July 2026DOI

Clinical Snapshot

40CEBM
Evidence: WeakRandomised Controlled Trial

PICO Framework

P — PopulationVideo game players (human participants and simulated agents) categorised by skill level in Super Mario Bros. gameplay environments
I — InterventionAdaptive level modification framework combining reinforcement learning-based skill classification (PPO agents) with a large language model (LLM) two-stage pipeline to restructure level content in real-time based on inferred player skill
C — ComparatorStatic original Super Mario Bros. levels (baseline playability rate of 80.0%) and existing dynamic difficulty adjustment (DDA) systems limited to low-level parameter tuning
O — OutcomesPost-modification level playability rate (full-level and isolated-chunk granularity), classifier accuracy for skill categorisation (expert, normal, beginner), and structural traversability of modified levels verified by physics-constrained graph-based shortest path method

Bottom Line

This proof-of-concept study presents a technically novel framework for adaptive video game level modification using reinforcement learning-based skill classification and large language model-driven content restructuring. The classifier achieves high accuracy (97.82%) in categorising players into skill tiers, and the system produces traversable modified levels at rates broadly comparable to the original game baseline at the chunk level. However, the study has critical methodological limitations that substantially constrain its conclusions. The human participant sample is inadequately characterised, no statistical testing or confidence intervals are reported, and — most importantly — the framework's central claim of improving player engagement is never directly measured. The full-level playability rate (74.1%) falls below the original baseline (80.0%), representing a meaningful failure rate for real-world deployment. The evaluation is confined to a single game environment, limiting generalisability. For clinicians interested in gamified therapeutic applications, this technology is at an early proof-of-concept stage and is not ready for clinical deployment. Independent validation with diverse human participants, rigorous engagement outcome measurement, and latency benchmarking are essential prerequisites before any therapeutic application could be considered. The bibliographic metadata contains inconsistencies that warrant verification before citation.

Evidence: Weak

Key Findings

  • P Value: Not reported — no inferential statistical testing conducted

  • Effect Size: Full-level playability: 5.9 percentage point reduction below baseline (74.1% vs 80.0%). Chunk-level playability: 3.5 percentage point improvement above baseline (83.5% vs 80.0%). Classifier accuracy: 97.82% on the reported test set.

  • Primary Outcome: Post-modification level playability rate: 74.1% at full-level granularity and 83.5% at isolated-chunk granularity, compared to an 80.0% baseline playability rate of original unmodified Super Mario Bros. levels

  • Nnt Or Sensitivity: Not applicable in the clinical sense. Classifier performance: 97.82% overall accuracy. Sensitivity and specificity per skill class (expert, normal, beginner) are not individually reported. Playability failure rate at full-level granularity: 25.9% (1 in approximately 4 modified levels is unplayable).

  • Confidence Interval: Not reported for any outcome measure

Clinical Application

The framework's feasibility for real-world deployment is uncertain. Real-time LLM inference introduces latency that may be incompatible with live gameplay requirements. The 25.9% full-level unplayability rate would be unacceptable in clinical or commercial deployment without further refinement. The reliance on proprietary LLM APIs raises cost, privacy, and reliability concerns for healthcare applications. The framework has only been validated in a single, well-defined 2D platformer environment. This study has no direct relevance to PBS listings, TGA regulatory pathways, or RACGP clinical guidelines in its current form. Indirect relevance exists within the Australian digital health and medical device regulatory landscape: the TGA's Software as a Medical Device (SaMD) framework would apply if such adaptive gaming technology were deployed for therapeutic purposes (e.g., cognitive rehabilitation, paediatric occupational therapy). The Australian Institute of Health and Welfare (AIHW) has identified digital health engagement as a priority area. Any clinical deployment in Australia would require TGA SaMD classification assessment, ethics committee approval for human participant data collection, and compliance with the Australian Privacy Act 1988 regarding continuous behavioural monitoring. RACGP guidelines on digital health tools for chronic disease management may become relevant if adaptive gaming is integrated into care plans. This is not a clinical study and has no direct patient population. Potential indirect relevance exists for digital health applications including: gamified cognitive rehabilitation platforms, paediatric therapeutic gaming, motor rehabilitation using video game interfaces, and mental health engagement tools. In these contexts, adaptive difficulty is clinically relevant for maintaining therapeutic engagement and avoiding frustration or boredom in patient populations.

Abstract

Maintaining player engagement in video games requires a careful balance between challenge and player competence. Static difficulty settings fail to account for individual skill variation, while existing dynamic difficulty adjustment systems are limited to tuning low-level game parameters rather than restructuring level content. This paper presents an adaptive level modification framework that personalizes gameplay by continuously inferring player skill and applying targeted structural modifications to level content in real-time. A hybrid behavioral dataset is constructed by combining agent-generated trajectories, produced by Proximal Policy Optimization (PPO) agents, a reinforcement learning approach, trained at three distinct skill levels, with manually collected human gameplay data labeled through clustering. A classifier trained on this dataset categorizes players into expert, normal, and beginner skill levels, achieving an overall accuracy of 97.82%. The classifier output drives a two-stage large language model (LLM) pipeline guided by prompt engineering, which expands a skill-conditioned prompt into a structured modification instruction applied to the current level chunk. A physics-constrained verifier based on a graph-based shortest path method ensures all modified levels remain traversable. Evaluated on Super Mario Bros. levels, the framework achieves a post-modification playability rate of 74.1% at the full-level granularity and 83.5% at the isolated-chunk granularity, closely matching the 80.0% baseline of the original levels.

References

  1. 1.Elshamy, A. A., Aliedin, H. N., Shaban, S. T., Aldakar, M. H., & Zaky, A. B. (2026). Adaptive level modification via player skill classification and large language models. Scientific Reports. https://doi.org/10.1016/J.ASOC.2019.105909
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