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Dungeons & Replicants: Automated Game Balancing via Deep Player Behavior Modeling

  • Johannes Pfau
  • , Antonios Liapis
  • , Georg Volkmar
  • , Georgios N. Yannakakis
  • , Rainer Malaka
  • extern
  • University of Malta
  • University of Bremen

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

Abstract

Balancing the options available to players in a way that ensures rich variety and viability is a vital factor for the success of any video game, and particularly competitive multiplayer games. Traditionally, this balancing act requires extensive periods of expert analysis, play testing and debates. While automated gameplay is able to predict outcomes of parameter changes, current approaches mainly rely on heuristic or optimal strategies to generate agent behavior. In this paper, we demonstrate the use of deep player behavior models to represent a player population (n = 213) of the massively multiplayer online role-playing game Aion, which are used, in turn, to generate individual agent behaviors. Results demonstrate significant balance differences in opposing enemy encounters and show how these can be regulated. Moreover, the analytic methods proposed are applied to identify the balance relationships between classes when fighting against each other, reflecting the original developers’ design.
Original languageEnglish
Title of host publication2020 IEEE Conference on Games (CoG)
PublisherIEEE Canada
Pages431-438
Number of pages8
ISBN (Print)978-1-7281-4534-1
DOIs
Publication statusPublished - 27 Aug 2020
Externally publishedYes
Event2020 IEEE Conference on Games (CoG) - Osaka, Japan
Duration: 24 Aug 202027 Aug 2020

Conference

Conference2020 IEEE Conference on Games (CoG)
Period24/08/2027/08/20

Keywords

  • Games
  • Decision making
  • Statistics
  • Sociology
  • Computer bugs
  • Media
  • Measurement

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