TL;DR
This paper introduces a tool for automated balancing of multiplayer games during design, allowing designers to specify complex balance targets and optimize game parameters to meet these goals using simulation-based methods.
Contribution
It presents a novel approach for multi-player game balancing that incorporates designer-defined balance targets and uses simulation-based optimization to achieve them.
Findings
Successfully balanced examples based on Rock-Paper-Scissors
Balanced a complex asymmetric fighting game
Demonstrated flexibility in defining sophisticated balance targets
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.
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Code & Models
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
