Metagame Autobalancing for Competitive Multiplayer Games

June 08, 2020 Β· Declared Dead Β· πŸ› 2020 IEEE Conference on Games (CoG)

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Authors Daniel Hernandez, Charles Takashi Toyin Gbadamosi, James Goodman, James Alfred Walker arXiv ID 2006.04419 Category cs.AI: Artificial Intelligence Cross-listed cs.HC Citations 13 Venue 2020 IEEE Conference on Games (CoG) Last Checked 4 months ago
Abstract
Automated game balancing has often focused on single-agent scenarios. In this paper we present a tool for balancing multi-player games during game design. Our approach requires a designer to construct an intuitive graphical representation of their meta-game target, representing the relative scores that high-level strategies (or decks, or character types) should experience. This permits more sophisticated balance targets to be defined beyond a simple requirement of equal win chances. We then find a parameterization of the game that meets this target using simulation-based optimization to minimize the distance to the target graph. We show the capabilities of this tool on examples inheriting from Rock-Paper-Scissors, and on a more complex asymmetric fighting game.
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