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Metagame Autobalancing for Competitive Multiplayer Games

2020/06/08 by Hernandez, Daniel, Gbadamosi, Charles Takashi Toyin, Goodman, James +1
#Artificial Intelligence (cs.AI) #FOS: Computer and information sciences #Human-Computer Interaction (cs.HC)

paper · doi:10.48550/arxiv.2006.04419

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.

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