Metagame Autobalancing for Competitive Multiplayer Games
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.
Keywords
Cite
@article{arxiv.2006.04419,
title = {Metagame Autobalancing for Competitive Multiplayer Games},
author = {Daniel Hernandez and Charles Takashi Toyin Gbadamosi and James Goodman and James Alfred Walker},
journal= {arXiv preprint arXiv:2006.04419},
year = {2020}
}