2020 IEEE Conference on Games (CoG) 2020
DOI: 10.1109/cog47356.2020.9231762
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Metagame Autobalancing for Competitive Multiplayer Games

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 parameteriza… Show more

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Cited by 8 publications
(3 citation statements)
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References 12 publications
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“…DRL has enabled artificial agents to play complex games based on visual observations alone [35], and to exhibit diverse [52] and human-like [2] gameplay. DRL agents can thus be employed in a wide range of playtesting tasks such as identifying game design defects and visual glitches, evaluating game parameter balance, and, of particular interest here, in predicting player behavior and experience [2,15,21,24,32].…”
Section: Introductionmentioning
confidence: 99%
“…DRL has enabled artificial agents to play complex games based on visual observations alone [35], and to exhibit diverse [52] and human-like [2] gameplay. DRL agents can thus be employed in a wide range of playtesting tasks such as identifying game design defects and visual glitches, evaluating game parameter balance, and, of particular interest here, in predicting player behavior and experience [2,15,21,24,32].…”
Section: Introductionmentioning
confidence: 99%
“…AI agents have been used to balance video games, either by recommending game parameter values that meet a pre-set balance goal [6], or letting AI agents play a game to see how quickly they achieve a goal-state. Using reinforcement learning for this was found to be too time-consuming and unstable in an FPS game, but simple A* worked well in an abstracted model of part of another game [7].…”
Section: Previous Workmentioning
confidence: 99%
“…DRL has enabled artificial agents to play complex games based on visual observations alone [35], and to exhibit diverse [52] and human-like [2] gameplay. DRL agents can thus be employed in a wide range of playtesting tasks such as identifying game design defects and visual glitches, evaluating game parameter balance, and, of particular interest here, in predicting player behavior and experience [2,15,21,24,32].…”
Section: Introductionmentioning
confidence: 99%