Game Balancing CS CS 2501 Intro to Game Programming and Design. Credit: Some slide material courtesy Walker White (Cornell)

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Transcription:

Game Balancing Intro to Game Programming and Design Credit: Some slide material courtesy Walker White (Cornell)

Dungeons and Dragons D&D is a fantasy roll playing system Dungeon Masters run (and somecmes create) campaigns for players to experience These campaigns have several aspects Roll playing Skill challenges Encounters We will look at some simple balancing of these aspects 2

Skill Challenge ProbabiliCes of D&D Example: The player characters (PCs) have come upon a long wall that encompasses a compound they are trying to enter The wall is 20 feet tall and 1 foot thick What are some ways to overcome the wall? How hard should it be for the PCs to overcome the wall? 3

ProbabiliCes of D&D How hard should it be for the PCs to overcome the wall? We approximate this in the game world using a Difficulty Class (DC) Level Easy Moderate Hard 7 11 16 23 8 12 16 23 9 12 17 25 10 13 18 26 11 13 19 27 4

ProbabiliCes of D&D Easy not trivial, but simple; reasonable challenge for untrained character Medium requires training, ability, or luck Hard designed to test characters focused on a skill Level Easy Moderate Hard 7 11 16 23 8 12 16 23 9 12 17 25 10 13 18 26 11 13 19 27 5

Balancing Balancing a game is can be quite the black art A typical player playing a game involves intuicon, fantasy, and luck it s qualitacve A game designer playing a game it s quanctacve They see the systems behind the game and this can actually ruin the game a bit 6

General advice Building Balance Build a game for creacvity s sake first Build a game for parccular mechanics Build a game for parccular aestheccs Then, a[er all that Then balance Complexity can be added and removed if needed Other levers can be pulled Complexity vs. Depth 7

What makes a game balanced? When evaluacng a game for balance, we typically look at three aspects: Fairness Stability Engagement 8

Fairness A game is considered fair if each of an evenly matched group of players has an a priori equal chance of winning for any given starcng posicon In a normal fair game for two players, each player should win about 50% of the Cme with both players playing at the same level 9

Fairness What does it mean for two players to be equally matched? 10

Fairness What does it mean for two players to be equally matched? Similar heurisccs Ability to search the outcome tree the same distance ahead Knowledge of probabilices 11

What s the Probability of Winning? Consider older games Consider modern games What s the probability of winning? How does save games affect this probability? 12

The Going First Problem A tradiconal problem in fairness is the who goes first problem Assume you have a game in which the player that goes first wins 2/3 of the Cme How would you fix this problem? 13

The Going First Problem Rotate who goes first Who lost last game? Randomize Age / skill Disadvantaged player gets some extra resources Reduce effeccveness of the first turn Limited move set 14

Reinforcing Behaviors As players do things in games, we want to either reinforce or punish certain behaviors to establish appropriate balance and pacing PosiCve feedback encourages a behavior to be repeated in the future NegaCve feedback discourages a behavior to be repeated in the future AdjusCng feedback adjusts the game balance 15

Consider basketball Reinforcing Behaviors When you scores, the other team gets the ball This is negacve feedback We don t want a team to be able to get ahead too quickly Consider Mario Kart When you re in the lead, you get crappy items This is negacve feedback Rubber- banding is also negacve feedback 16

Consider RPGs Reinforcing Behaviors If you use a sword a lot, it might level up Leveling up a sword makes it hit harder or more accurately If the sword is bejer than the axe, you ll use it more This is posicve feedback 17

Reinforcing Behaviors Both types of feedback have their own place in games We use different feedbacks to move players along or to increase challenge 18

Stability A game is considered stable if: Feedback is negacve at the opening, slightly posicve at midgame, and very posicve at endgame It has mulcple viable strategies to win (called stable Nash equilibria) 19

Stability Curve 20 CS 2501

Curve of Progression 21

No Feedback Provided 22

Curve of Progression 23

Too Lijle PosiCve Feedback 24

Curve of Progression 25

Too Much PosiCve Feedback 26

Curve of Progression 27

Powerful NegaCve Feedback 28

Curve of Progression 29

Ideal Game Progression 30

MulCple Strategies For good balance (and for engagement), there should be mulcple ways to reach the win condicon Doesn t necessarily mean there needs to be mulcple win states, but that can be done as well We can mathemaccally reason about winning outcomes Def of uclity = anything used to measure progress toward victory 31

MulCple Strategies Player opcmal outcome - my uclity is as high as possible Pareto opcmal outcome - my uclity cannot increase without decreasing another player's Equitable outcome - everyone's uclity is the same and as high as it can be Efficient outcome - the sum of everyone's uclity is as high as it can be Nash opcmal outcome - my uclity is as high as it can be, given other players played to their own interests 32

MulCple Outcomes Some of these outcomes are not necessarily feasible for all games Some require at least one player to play to lose Nash opcmal is the most common as it assumes all players are playing to win and your ability to win is limited by how well others play (to some degree) 33

Thinking Down the Tree -1 2-3 0 3 7-4 -7-2 4 0 1-5 6-6 5 34

Thinking Down the Tree When players play this game, they use a minimax algorithm working backward from the opcmal outcomes for their goal This is a zero- sum game, where one score affects the other The only real outcome here is a Ce if players are playing raconally Thus the game is not balanced because there is only one possible outcome 35

Differences in Scale vs. Kind Why does this majer? How does this play into engagement? 36

Randomness Computers are actually horrible at being truly random Which is both good and bad Bad for security purposes Good for networked games to have the same state without transmimng that state Probability of any value is wrijen as P(x) 37

TradiConal Randomness Cards and dice are scll used as metaphors for randomness (and non- metaphors ) We scll uses these items in both board and video games for randomness 38

Card notacon: 4S 4 of Spades AH Ace of Hearts Dice notacon Cards and Dice xdn, where x is the number of dice to roll and n is the number of sides on each dice 2d6 roll 2 6- sided dice, values will be 2-12 3d8+4 roll 3 8- sided dice and add 4 to the result, values will be 7-28 39

The Outcome Tree We can calculate the probability of any random event by working out the outcome tree and councng the possibility Monte Carlo simulacons run the funccon for a large number of Cmes and using that to determine percentages 40

E(1d4) = 2.5 E(1d6) = 3.5 E(1d8) = 4.5 E(1d10) = 5.5 E(1d12) = 6.5 E(1d20) = 10.5 Dice Expected Values 41

ProbabiliCes of Catan Let s look at the math of Catan to figure out how probabilices play into the game Quick overview of the rules of Sejlers of Catan hjp://www.catan.com/service/game- rules 42

Sejlers of Catan 43

ProbabiliCes of Catan It s actually prejy easy to know what s the best opcon Just add up the dots! Probability and randomness plays a HUGE role in Catan working correctly. What about games in which probability and randomness is the encre game? 44

Chutes and Ladders 45

Chutes and Ladders The game is ALL RANDOM. But a video game that is ALL SKILL can eventually get boring! You ve learned every pajern You ve seen every level and enemy Nothing varies! We need to consider games that have some aspects of both! 46

Why do people gamble? Let s face it gambling in Vegas is a losing proposicon Over Cme, everyone loses money But in the (very) short term, it s definitely possible to win And besides risk and uncertainty can be a lot of fun! 47

Psychology of Randomness Player s like longshots! How many Cmes have you gone for the super move to win the game? Even if it s a low probability, players will opcmize for it! Player s suffer from too much Monte Carlo Oh, I ve gojen bad results for so long a good card/good roll has to come up soon! Probability does not care what the last roll was, but players will think the game is unfair otherwise! 48

Psychology of Randomness But think about it another way I bet you remember those big payoff moments And THAT S what gets you coming back to a game! 49

Other Forms of Risk Imperfect informacon can add to the challenge/risk in a game without as much randomness Perhaps you don t know everything about the game state Either AI or another player Perhaps don t know about the game might change 50

Fog of War - ParCal 51 CS 2501

Fog of War - Total 52

InformaCon Types Info known to all players Info known by one player Info known by the game only Some game state informacon, like next card in the deck Info unknown Next random number to be generated 53

Difference Between Video and Board Table top games rely on randomness to work InformaCon that the game only knows can be hard to manage D&D does this through a Dungeon Master However, while computers aren t as good at randomness, they are fantascc at managing informacon ImplementaCon and adherence to rules also varies greatly 54