非对称电子游戏的自动游戏平衡

Philipp Beau, S. Bakkes
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引用次数: 15

摘要

设计一款平衡的(电子)游戏——即对所有玩家都公平——是游戏设计中的一大挑战。也许与直觉相反的是,关于(棋盘)设计,开始条件和所使用的行动集的对称游戏不一定是公平游戏。事实上,所有玩家的完美发挥并不会自动导致平局,但可能会有利于第一个移动的玩家。更重要的是,非对称游戏(游戏邦注:即一个玩家的行动组合与另一个玩家截然不同)通常是不平衡的,除非我们能够小心翼翼地确保设计中的不对称不会扭曲获胜概率。在此背景下,本文提出了一种自动平衡非对称游戏设计的方法。它采用蒙特卡罗模拟来分析游戏动作的相对影响,并迭代调整游戏动作的属性,直到游戏设计近似平衡。为了评估所提出方法的有效性,我们进行了一组自动平衡塔防游戏的实验。初步实验结果表明,所提出的方法(1)能够识别游戏不平衡的主要成分,(2)可以自动调整游戏设计,直到近似平衡。
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Automated game balancing of asymmetric video games
Designing a (video) game such that it is balanced — i.e. fair for all players — is a prevailing challenge in game design. Perhaps counter-intuitively, games that are symmetric with respect to (board) design, starting conditions, and the employed action set, are not necessarily fair games. Indeed, perfect play from all players does not automatically lead to a draw, but may probabilistically favour e.g., the first player to move. Even more so, asymmetric games — in which the action set of one player is typically highly distinct from that of another player — are generally unbalanced unless meticulous care has been taken to ensure that the asymmetry in the design does not skew win probabilities. In this context, the present paper contributes a method for automatically balancing the design of asymmetric games. It employs Monte Carlo simulation to analyse the relative impact of game actions, and iteratively adjusts attributes of the game actions till the game design is balanced by approximation. To assess the effectiveness of the proposed method, experiments were performed with automatically balancing a set of tower-defence games. Preliminary experimental results revealed that the proposed method (1) is able to identify the principal component of a game's imbalance, and (2) can automatically adjust the game design till it is balanced by approximation.
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