Simulation-Driven Balancing of Competitive Game Levels with Reinforcement Learning
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.
Code (1)
Tasks
FairnessSimilar Papers 제목 키워드 기반
Balancing of competitive two-player Game Levels with Reinforcement Learning
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 ba…
reinforcement-learningReinforcement LearningMetagame Autobalancing for Competitive Multiplayer Games
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 graphi…
Game DesignA Database-Driven Framework for 3D Level Generation with LLMs
Procedural Content Generation for 3D game levels faces challenges in balancing spatial coherence, navigational functionality, and adaptable gameplay progression across multi-floor environments. This paper introduces a no…
Level the Level: Balancing Game Levels for Asymmetric Player Archetypes With Reinforcement Learning
Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced leve…
GEEvo: Game Economy Generation and Balancing with Evolutionary Algorithms
Game economy design significantly shapes the player experience and progression speed. Modern game economies are becoming increasingly complex and can be very sensitive to even minor numerical adjustments, which may have …
Evolutionary Algorithms