Metagame Autobalancing for Competitive Multiplayer Games
Hernandez, Daniel, Gbadomosi, Charles Takashi Toyin, Goodman, James, Walker, James Alfred
–arXiv.org Artificial Intelligence
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.
arXiv.org Artificial Intelligence
Jun-8-2020
- Country:
- Europe > United Kingdom > England
- North Yorkshire > York (0.04)
- Greater London > London (0.04)
- Europe > United Kingdom > England
- Genre:
- Research Report (0.64)
- Industry:
- Leisure & Entertainment > Games > Computer Games (1.00)
- Technology: