It might be balanced, but is it actually good? An Empirical Evaluation of Game Level Balancing
July 16, 2024 Β· Declared Dead Β· π 2024 IEEE Conference on Games (CoG)
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Authors
Florian Rupp, Alessandro Puddu, Christian Becker-Asano, Kai Eckert
arXiv ID
2407.11396
Category
cs.HC: Human-Computer Interaction
Citations
3
Venue
2024 IEEE Conference on Games (CoG)
Last Checked
4 months ago
Abstract
Achieving optimal balance in games is essential to their success, yet reliant on extensive manual work and playtesting. To facilitate this process, the Procedural Content Generation via Reinforcement Learning (PCGRL) framework has recently been effectively used to improve the balance of existing game levels. This approach, however, only assesses balance heuristically, neglecting actual human perception. For this reason, this work presents a survey to empirically evaluate the created content paired with human playtesting. Participants in four different scenarios are asked about their perception of changes made to the level both before and after balancing, and vice versa. Based on descriptive and statistical analysis, our findings indicate that the PCGRL-based balancing positively influences players' perceived balance for most scenarios, albeit with differences in aspects of the balancing between scenarios.
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