dc.contributor.author | Hernandez, D | |
dc.contributor.author | Gbadamosi, CTT | |
dc.contributor.author | Goodman, J | |
dc.contributor.author | Walker, JA | |
dc.contributor.author | IEEE | |
dc.date.accessioned | 2021-09-16T11:11:20Z | |
dc.date.available | 2021-09-16T11:11:20Z | |
dc.date.issued | 2020 | |
dc.identifier.issn | 2325-4270 | |
dc.identifier.uri | https://qmro.qmul.ac.uk/xmlui/handle/123456789/74072 | |
dc.description.abstract | 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 graphical representation of their meta-game target, representing the relative scores that high-level strategies (or decks, or character types) should experience. This permits more sophisticated balance targets to be defined beyond a simple requirement of equal win chances. We then find a parameterization of the game that meets this target using simulation-based optimization to minimize the distance to the target graph. We show the capabilities of this tool on examples inheriting from Rock-Paper-Scissors, and on a more complex asymmetric fighting game. | en_US |
dc.format.extent | 275 - 282 | |
dc.publisher | IEEE | en_US |
dc.title | Metagame Autobalancing for Competitive Multiplayer Games | en_US |
dc.type | Conference Proceeding | en_US |
dc.rights.holder | © 2020 IEEE | |
pubs.author-url | http://gateway.webofknowledge.com/gateway/Gateway.cgi?GWVersion=2&SrcApp=PARTNER_APP&SrcAuth=LinksAMR&KeyUT=WOS:000632592300036&DestLinkType=FullRecord&DestApp=ALL_WOS&UsrCustomerID=612ae0d773dcbdba3046f6df545e9f6a | en_US |
pubs.notes | Not known | en_US |
pubs.publication-status | Published | en_US |
rioxxterms.funder | Default funder | en_US |
rioxxterms.identifier.project | Default project | en_US |
qmul.funder | EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI)::epsrc | en_US |