Abstract
To successfully play high difficulty action games, players need to be accurate and quick. In addition, repeated failures characteristic of high difficulty in the process of learning may cause players to leave the game. In this study, we propose a method for dynamically adjusting enemy actions to reduce damage without being noticed by the player, using content created for a 3D action game with a high level of difficulty. We aim to make it possible to play the game without reducing the perceived difficulty of the game.