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Using coevolution to understand and validate game balance in continuous games

Published: 12 July 2008 Publication History

Abstract

We attack the problem of game balancing by using a coevolutionary algorithm to explore the space of possible game strategies and counter strategies. We define balanced games as games which have no single dominating strategy. Balanced games are more fun and provide a more interesting strategy space for players to explore. However, proving that a game is balanced mathematically may not be possible and industry commonly uses extensive and expensive human testing to balance games. We show how a coevolutionary algorithm can be used to test game balance and use the publicly available continuous state, capture-the-flag CaST game as our testbed. Our results show that we can use coevolution to highlight game imbalances in CaST and provide intuition towards balancing this game. This aids in eliminating dominating strategies, thus making the game more interesting as players must constantly adapt to opponent strategies.

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cover image ACM Conferences
GECCO '08: Proceedings of the 10th annual conference on Genetic and evolutionary computation
July 2008
1814 pages
ISBN:9781605581309
DOI:10.1145/1389095
  • Conference Chair:
  • Conor Ryan,
  • Editor:
  • Maarten Keijzer
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 12 July 2008

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Author Tags

  1. artificial intelligence
  2. coevolution
  3. game balance
  4. games

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  • (2024)Damage Optimization in Video Games: A Player-Driven Co-Creative ApproachProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642643(1-16)Online publication date: 11-May-2024
  • (2024) An Adversarial Approach for Automated Pokémon Team Building and Metagame Balance IEEE Transactions on Games10.1109/TG.2023.327315716:2(365-375)Online publication date: Jun-2024
  • (2023)Balancing Video Games: A Player-Driven InstrumentCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616097(187-195)Online publication date: 6-Oct-2023
  • (2023)Dungeons & Replicants II: Automated Game Balancing Across Multiple Difficulty Dimensions via Deep Player Behavior ModelingIEEE Transactions on Games10.1109/TG.2022.316772815:2(217-227)Online publication date: Jun-2023
  • (2021)A Systematic Review of Coevolution in Real-Time Strategy GamesIEEE Access10.1109/ACCESS.2021.31157689(136647-136665)Online publication date: 2021
  • (2020)Dungeons & Replicants: Automated Game Balancing via Deep Player Behavior Modeling2020 IEEE Conference on Games (CoG)10.1109/CoG47356.2020.9231958(431-438)Online publication date: Aug-2020
  • (2020)Metagame Autobalancing for Competitive Multiplayer Games2020 IEEE Conference on Games (CoG)10.1109/CoG47356.2020.9231762(275-282)Online publication date: Aug-2020
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  • (2018)Meaningful Choice in Strategic Unit SelectionProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play10.1145/3242671.3242690(33-44)Online publication date: 23-Oct-2018
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