Balancing of competitive two-player Game Levels with Reinforcement Learning

06/07/2023
by   Florian Rupp, et al.
0

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 balancing of tile-based levels within the recently introduced 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. By playing the level in a simulation repeatedly, the balancing agent is rewarded for modifying it towards the same win rates for all players. To this end, we introduce a novel family of swap-based representations to increase robustness towards playability. We show that this approach is capable to teach an agent how to alter a level for balancing better and faster than plain PCGRL. In addition, by analyzing the agent's swapping behavior, we can draw conclusions about which tile types influence the balancing most. We test and show our results using the Neural MMO (NMMO) environment in a competitive two-player setting.

READ FULL TEXT

page 1

page 6

research
06/08/2020

Metagame Autobalancing for Competitive Multiplayer Games

Automated game balancing has often focused on single-agent scenarios. In...
research
07/16/2021

Architecture of Automated Crypto-Finance Agent

We present the cognitive architecture of an autonomous agent for active ...
research
01/26/2013

Developing Parallel Dependency Graph In Improving Game Balancing

The dependency graph is a data architecture that models all the dependen...
research
06/26/2023

Estimating player completion rate in mobile puzzle games using reinforcement learning

In this work we investigate whether it is plausible to use the performan...
research
12/31/2019

Contributions of Talent, Perspective, Context and Luck to Success

We propose a controlled simulation within a competitive sum-zero environ...
research
12/31/2019

Talent, Luck, Context and Perspective on Success: a disaggregating simulation using Risk

We propose a controlled simulation within a competitive sum-zero environ...
research
02/12/2020

Fully Differentiable Procedural Content Generation through Generative Playing Networks

To procedurally create interactive content such as environments or game ...

Please sign up or login with your details

Forgot password? Click here to reset