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Dungeons & Replicants II: Automated Game Balancing Across Multiple Difficulty Dimensions via Deep Player Behavior Modeling

  • Johannes Pfau
  • , Antonios Liapis
  • , Georgios N. Yannakakis
  • , Rainer Malaka
  • extern

Research output: Contribution to journalArticleAcademicpeer-review

Abstract

Video game testing has become a major investment of time, labor, and expense in the game industry. Particularly the balancing of in-game units, characters, and classes can cause long-lasting issues that persist years after a game's launch. While approaches incorporating artificial intelligence have already shown successes in reducing manual effort and enhancing game development processes, most of these draw on heuristic, generalized, or optimal behavior routines, while actual low-level decisions from individual players and their resulting playing styles are rarely considered. In this article, we apply deep player behavior modeling to turn atomic actions of 213 players from six months of single-player instances within the MMORPG Aion into generative models that capture and reproduce particular playing strategies. In a subsequent simulation, the resulting generative agents (“replicants”) were tested against common NPC opponent types of MMORPGs that iteratively increased in difficulty, respective to the primary factor that constitutes this enemy type (Melee, Ranged, Rogue, Buffer, Debuffer, Healer, Tank, or Group). As a result, imbalances between classes as well as strengths and weaknesses regarding particular combat challenges could be identified and regulated automatically.
Original languageEnglish
Pages (from-to)217-227
Number of pages11
JournalIEEE Transactions on Games
Volume15
Issue number2
DOIs
Publication statusPublished - Jun 2023
Externally publishedYes

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