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Use case
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Dynamic difficulty curve adjustment

A backend architecture for a system designed to dynamically update the difficulty of an online game in real time. The sytem collects game telemetry from the main game server, analyzes player behavior and triggers adjustments based on this analysis. The adjustment service then communicates with the game server tio implement the required difficulty adjustments. The processed player data is also stored in a database for historical analysis.

Use cases:
Gaming
Created by:
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Quix
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A game analytics architecture

Main project components

Data Ingestion

Game events and player actions are captured in real-time.

Data is streamed to Apache Kafka.

Stream Processing

A stream processing engine (e.g., Quix) consumes data from the queue.

Initial data cleaning and aggregation are performed.

Real-time Analytics

Processed data is fed into a real-time analytics engine.

Machine learning models or statistical algorithms analyze player performance.

Decision Engine

Based on analytics output, a decision engine determines necessary difficulty adjustments.

Feedback Loop

Adjustment decisions are sent back to the game server for implementation.

Data Storage

Raw and processed data are stored in a database for historical analysis and model training.

Technologies used

Several technologies could be employed to build this system:

  • Apache Kafka: For high-throughput, low-latency data streaming.
  • Quix: For real-time stream processing and complex event processing.
  • Redis: As an in-memory data store for rapid access to player profiles and game state.
  • PostGreSQL: For storing unstructured player data and game events.
  • TensorFlow or PyTorch: For implementing machine learning models for player skill prediction.

Using this template

Interested in this use case?
If you'd like us to focus on building this template next, register your interest and let us know. You can also head over to the Quix Community Slack if you've got any questions.
Register interest
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