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dc.contributor.authorHernandez, D
dc.contributor.authorGbadamosi, CTT
dc.contributor.authorGoodman, J
dc.contributor.authorWalker, JA
dc.contributor.authorIEEE
dc.date.accessioned2021-09-16T11:11:20Z
dc.date.available2021-09-16T11:11:20Z
dc.date.issued2020
dc.identifier.issn2325-4270
dc.identifier.urihttps://qmro.qmul.ac.uk/xmlui/handle/123456789/74072
dc.description.abstractAutomated 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.extent275 - 282
dc.publisherIEEEen_US
dc.titleMetagame Autobalancing for Competitive Multiplayer Gamesen_US
dc.typeConference Proceedingen_US
dc.rights.holder© 2020 IEEE
pubs.author-urlhttp://gateway.webofknowledge.com/gateway/Gateway.cgi?GWVersion=2&SrcApp=PARTNER_APP&SrcAuth=LinksAMR&KeyUT=WOS:000632592300036&DestLinkType=FullRecord&DestApp=ALL_WOS&UsrCustomerID=612ae0d773dcbdba3046f6df545e9f6aen_US
pubs.notesNot knownen_US
pubs.publication-statusPublisheden_US
rioxxterms.funderDefault funderen_US
rioxxterms.identifier.projectDefault projecten_US
qmul.funderEPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI)::epsrcen_US


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