Using Evolutionary Algorithms to Target Complexity Levels in Game Economies

Katja Rogers, Vincent Le Claire, Julian Frommel, Regan Mandryk, Lennart E. Nacke

Research output: Contribution to journalArticleAcademicpeer-review

Abstract

Game economies (GEs) describe how resources in games are created, transformed, or exchanged: They underpin most games and exist in different complexities. Their complexity may directly impact player difficulty. Nevertheless, neither difficulty nor complexity adjustment has been explored for GEs. Moreover, there is a lack of knowledge about complexity in GEs, how to define or assess it, and how it can be employed by automated adjustment approaches in game development to target specific complexity. We present a proof-of-concept for using evolutionary algorithms to craft targeted complexity graphs to model GEs. In a technical evaluation, we tested our first working definition of complexity in GEs. We then evaluated player-perceived complexity in a city-building game prototype through a user study and confirmed the generated GEs' complexity in an online survey. Our approach toward reliably creating GEs of specific complexity can facilitate game development and player testing but also inform and ground research on player perception of GE complexity.

Original languageEnglish
Pages (from-to)56-66
Number of pages11
JournalIEEE Transactions on Games
Volume15
Issue number1
DOIs
Publication statusPublished - 1 Mar 2023

Bibliographical note

Publisher Copyright:
© 2018 IEEE.

Funding

This work was supported in part by the Institute of Media Informatics at Ulm University where the study was carried out, and in part by CIHR AAL.

FundersFunder number
Canadian Institutes of Health Research
Institute of Media Informatics at Ulm University

    Keywords

    • Complexity
    • evolutionary algorithm (EA)
    • game economy (GE)
    • genetic programming

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