Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/80777
Title: Dungeons & replicants : automated game balancing via deep player behavior modeling
Authors: Pfau, Johannes
Liapis, Antonios
Volkmar, Georg
Yannakakis, Georgios N.
Malaka, Rainer
Keywords: Games -- Design
Computer games -- Design
Artificial intelligence
Video games -- Design
Issue Date: 2020
Publisher: IEEE
Citation: Pfau, J., Liapis, A., Volkmar, G., Yannakakis, G. N., & Malaka, R. (2020, August). Dungeons & replicants: automated game balancing via deep player behavior modeling. In 2020 IEEE Conference on Games (CoG) (pp. 431-438). IEEE.
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.
Description: This work was funded by the German Research Foundation (DFG) as part of Collaborative Research Center (SFB) 1320 EASE - Everyday Activity Science and Engineering, University of Bremen (http://www.easecrc.org/), subproject H2.
URI: https://www.um.edu.mt/library/oar/handle/123456789/80777
Appears in Collections:Scholarly Works - InsDG

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