Automatic Game Balancing

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Automatic Game Balancing Vanessa Volz 12/04/2016 Vanessa Volz (TU Dortmund) Automatic Game Balancing 12/04/2016 1 / 12

Table of Contents 1 Motivational Examples 2 Game Balancing Framework 3 Outlook Vanessa Volz (TU Dortmund) Automatic Game Balancing 12/04/2016 2 / 12

Motivational Examples StarCraft II, Blizzard (Browder [Bro11]) E-Sports clarity of actions on the screen balance between skill and uncertainty diversity of feasible tactics Figure 1 : Baneling attack Blizzard Vanessa Volz (TU Dortmund) Automatic Game Balancing 12/04/2016 3 / 12

Motivational Examples Left 4 Dead, Valve (Ambinder [Amb11]) Physiological Signals to incorporate player sentiment dynamic decisions on pacing and difficulty (i.e. opponent placement) increase game immersion Figure 2 : Left 4 Dead AI Director Valve Vanessa Volz (TU Dortmund) Automatic Game Balancing 12/04/2016 4 / 12

Motivational Examples Halo 3, Bungie (Griesemer [Gri10]) Longevity unfairness: inherent uncertainty creates tension and excitement balancing process = several passes of small changes Figure 3 : Halo 3 cover art Bungie Vanessa Volz (TU Dortmund) Automatic Game Balancing 12/04/2016 5 / 12

Motivational Examples Dominion, Rio Grande Games (Vaccarino [Vac14]) Robustness wrt additions multiple rounds of play-testing analysis of resulting gameplay small changes significant consequences: due to interaction of cards Figure 4 : Envoy Promo Card Rio Grande Games Vanessa Volz (TU Dortmund) Automatic Game Balancing 12/04/2016 6 / 12

Game Balancing Framework Game Balancing as an Optimisation Problem Working Definition: Game Set of constitutive and operational rules that define number / roles of players and game objects allowed in given situation valid interactions between them Working Definition: Game Balancing Parameters of game rules are modified to optimise (multiple) balancing goals Vanessa Volz (TU Dortmund) Automatic Game Balancing 12/04/2016 7 / 12

Game Balancing Framework Game Balancing Examples TORCS Prototype: tracks with parameter set friction rolling resistance roughness (amplitude and wavelength) Possible goals: Fairness: Same win rates for different drivers Suspense: Finishing time differences small Top Trumps Prototype: K L matrix (K cards with L categories) Possible goals: Fairness: Minimise starting player advantage Suspense: Maximise number of trick changes Fun: Balance player preferences (future work) Vanessa Volz (TU Dortmund) Automatic Game Balancing 12/04/2016 8 / 12

Game Balancing Framework Automatic Game Balancing Framework SIMULATION induce rules strategy set player player decision evaluation EMOA f s design constraints compute f d LEGEND data object transition sim-based fitness optimisation rule-based fitness Vanessa Volz (TU Dortmund) Automatic Game Balancing 12/04/2016 9 / 12

Game Balancing Framework Automatic Game Balancing Framework: Top Trumps SIMULATION induce player evaluation starting player win rate no. trick changes f s deck {1,..., L} d {1,..., L} SMS-EMOA no strictly design dominant constraints card unique cards compute f d LEGEND category win probs dominated HV data object transition sim-based fitness optimisation rule-based fitness Vanessa Volz (TU Dortmund) Automatic Game Balancing 12/04/2016 10 / 12

Outlook Future Topic Fitness Approximation Simulation: AI-controlled players Non-deterministic games: Significant measurements Computational cost: Surrogate models Result Analysis Exploratory landscape analysis Optimisation Vanessa Volz (TU Dortmund) Automatic Game Balancing 12/04/2016 11 / 12

Bibliography Bibliography I [Amb11] Mike Ambinder. Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming Experience. 2011. url: http://www.gdcvault.com/play/1014734/biofeedback-in-gameplay-how-valve (visited on 23/03/2015). [Bro11] Dustin Browder. The Game Design of STARCRAFT II: Designing an E-Sport. 2011. url: http://www.gdcvault.com/play/1014488/the-game-design-of-starcraft (visited on 24/03/2015). [Gri10] [Vac14] Jaime Griesemer. Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3. 2010. url: http://www.gdcvault.com/play/1012211/design-in-detail-changing-the (visited on 03/03/2015). Donald X. Vaccarino. The Bible of Donald X. 2014. url: http://forum.dominionstrategy.com/index.php?board=14.0 (visited on 04/03/2015). Vanessa Volz (TU Dortmund) Automatic Game Balancing 12/04/2016 12 / 12