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Collaborating Authors

 Rupp, Florian


Simulation-Driven Balancing of Competitive Game Levels with Reinforcement Learning

arXiv.org Artificial Intelligence

The balancing process for game levels in competitive two-player contexts involves a lot of manual work and testing, particularly for non-symmetrical game levels. In this work, we frame game balancing as a procedural content generation task and propose an architecture for automatically balancing of tile-based levels within the PCGRL framework (procedural content generation via reinforcement learning). Our architecture is divided into three parts: (1) a level generator, (2) a balancing agent, and (3) a reward modeling simulation. Through repeated simulations, the balancing agent receives rewards for adjusting the level towards a given balancing objective, such as equal win rates for all players. To this end, we propose new swap-based representations to improve the robustness of playability, thereby enabling agents to balance game levels more effectively and quickly compared to traditional PCGRL. By analyzing the agent's swapping behavior, we can infer which tile types have the most impact on the balance. We validate our approach in the Neural MMO (NMMO) environment in a competitive two-player scenario. In this extended conference paper, we present improved results, explore the applicability of the method to various forms of balancing beyond equal balancing, compare the performance to another search-based approach, and discuss the application of existing fairness metrics to game balancing.


Balancing of competitive two-player Game Levels with Reinforcement Learning

arXiv.org Artificial Intelligence

The balancing process for game levels in a competitive two-player context involves a lot of manual work and testing, particularly in non-symmetrical game levels. In this paper, we propose an architecture for automated balancing of tile-based levels within the recently introduced PCGRL framework (procedural content generation via reinforcement learning). Our architecture is divided into three parts: (1) a level generator, (2) a balancing agent and, (3) a reward modeling simulation. By playing the level in a simulation repeatedly, the balancing agent is rewarded for modifying it towards the same win rates for all players. To this end, we introduce a novel family of swap-based representations to increase robustness towards playability. We show that this approach is capable to teach an agent how to alter a level for balancing better and faster than plain PCGRL. In addition, by analyzing the agent's swapping behavior, we can draw conclusions about which tile types influence the balancing most. We test and show our results using the Neural MMO (NMMO) environment in a competitive two-player setting.