English

Metagame Autobalancing for Competitive Multiplayer Games

Artificial Intelligence 2020-10-05 v1 Human-Computer Interaction

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}
}
R2 v1 2026-06-23T16:08:16.710Z