竞争性多人游戏的元游戏自动平衡
Metagame Autobalancing for Competitive Multiplayer Games
摘要:
自动游戏平衡通常集中在单代理场景。在本文中,我们提出了一个工具,在游戏设计过程中平衡多人游戏。我们的方法要求设计师构建一个直观的图形表示他们的元游戏目标,代表高层次的战略(或甲板,或字符类型)应该经历的相对分数。这允许定义更复杂的平衡目标,而不仅仅是简单的相等获胜机会的要求。然后,我们使用基于模拟的优化来找到满足此目标的游戏参数化,以最小化与目标图的距离。我们展示了这个工具的能力,继承从石头剪刀布的例子,并在一个更复杂的不对称格斗游戏。
英文摘要:
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.
机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。