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Demonstrating the Feasibility of Automatic Game Balancing

Published: 20 July 2016 Publication History

Abstract

Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on costly playtests with human players. It suggests itself to automate this process using artificial players for the prediction of gameplay and outcome. In this paper, the feasibility of automatic balancing is investigated for the card game top trumps using simulation- and deck-based objectives. Additionally, the necessity of a multi-objective approach is asserted by assessing the only published (single-objective) method. We apply a multi-objective evolutionary algorithm to obtain decks that optimise objectives developed to express the fairness and the excitement of a game of top trumps, e.g. win rate and average number of tricks. The results are compared with decks from published top trumps games using the aforementioned objectives. The possibility to generate decks better or at least as good as decks from published top trumps decks in terms of these objectives is demonstrated. Our results indicate that automatic balancing with the presented approach is feasible even for more complex games such as real-time strategy games.

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  • (2024) An Adversarial Approach for Automated Pokémon Team Building and Metagame Balance IEEE Transactions on Games10.1109/TG.2023.327315716:2(365-375)Online publication date: Jun-2024
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cover image ACM Conferences
GECCO '16: Proceedings of the Genetic and Evolutionary Computation Conference 2016
July 2016
1196 pages
ISBN:9781450342063
DOI:10.1145/2908812
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 20 July 2016

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Author Tags

  1. computer aided automated design
  2. games
  3. multi-objective optimization
  4. surrogate model fitness approximation

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GECCO '16
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GECCO '16: Genetic and Evolutionary Computation Conference
July 20 - 24, 2016
Colorado, Denver, USA

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GECCO '16 Paper Acceptance Rate 137 of 381 submissions, 36%;
Overall Acceptance Rate 1,669 of 4,410 submissions, 38%

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Cited By

View all
  • (2025)Using provenance and replay for qualitative analysis of gameplay sessionsEntertainment Computing10.1016/j.entcom.2024.10077852(100778)Online publication date: Jan-2025
  • (2024)On Video Game Balancing: Joining Player- and Data-Driven AnalyticsGames: Research and Practice10.1145/36758072:3(1-30)Online publication date: 30-Aug-2024
  • (2024) An Adversarial Approach for Automated Pokémon Team Building and Metagame Balance IEEE Transactions on Games10.1109/TG.2023.327315716:2(365-375)Online publication date: Jun-2024
  • (2024)It might be balanced, but is it actually good? An Empirical Evaluation of Game Level Balancing2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645642(1-4)Online publication date: 5-Aug-2024
  • (2024)GEEvo: Game Economy Generation and Balancing with Evolutionary Algorithms2024 IEEE Congress on Evolutionary Computation (CEC)10.1109/CEC60901.2024.10612054(1-8)Online publication date: 30-Jun-2024
  • (2024)Dynamic Level of Difficulties Using Q-Learning and Fuzzy LogicIEEE Access10.1109/ACCESS.2024.345780112(137775-137789)Online publication date: 2024
  • (2023)Dungeons & Replicants II: Automated Game Balancing Across Multiple Difficulty Dimensions via Deep Player Behavior ModelingIEEE Transactions on Games10.1109/TG.2022.316772815:2(217-227)Online publication date: Jun-2023
  • (2023)Predicting Frags in Tactic Games at KnowledgePit.ai: ICME 2023 Grand Challenge Report2023 IEEE International Conference on Multimedia and Expo Workshops (ICMEW)10.1109/ICMEW59549.2023.00006(1-5)Online publication date: Jul-2023
  • (2023)Balancing Wargames through Predicting Unit Point Costs2023 IEEE Conference on Games (CoG)10.1109/CoG57401.2023.10333152(1-8)Online publication date: 21-Aug-2023
  • (2023)A brief history of heuristics: how did research on heuristics evolve?Humanities and Social Sciences Communications10.1057/s41599-023-01542-z10:1Online publication date: 17-Feb-2023
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