Simulation-Driven Balancing of Competitive Game Levels With Reinforcement Learning

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Florian Rupp;Manuel Eberhardinger;Kai Eckert
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Abstract

The balancing process for game levels in competitive two-player contexts involves a lot of manual work and testing, particularly for nonsymmetrical game levels. In this work, we frame game balancing as a procedural content generation task and propose an architecture for automatically balancing of tile-based levels within the procedural content generation via reinforcement learning framework (PCGRL) framework. Our architecture is divided into three parts: first, a level generator, second, a balancing agent, and third, a reward modeling simulation. Through repeated simulations, the balancing agent receives rewards for adjusting the level toward a given balancing objective, such as equal win rates for all players. To this end, we propose new swap-based representations to improve the robustness of playability, thereby enabling agents to balance game levels more effectively and quickly compared to traditional PCGRL. By analyzing the agent's swapping behavior, we can infer which tile types have the most impact on the balance. We validate our approach in the neural massively multiplayer online environment in a competitive two-player scenario. In this article, we present improved results, explore the applicability of the method to various forms of balancing beyond equal balancing, compare the performance to another search-based approach, and discuss the application of existing fairness metrics to game balancing.
利用强化学习实现竞技游戏关卡的模拟驱动平衡
在双人竞争环境中,游戏关卡的平衡过程涉及大量手工工作和测试,特别是对于非对称的游戏关卡。在这项工作中,我们将游戏平衡作为程序内容生成任务,并提出了一个通过强化学习框架(PCGRL)框架在程序内容生成中自动平衡基于贴图的关卡的架构。我们的架构分为三个部分:第一部分是关卡生成器,第二部分是平衡代理,第三部分是奖励建模模拟。通过重复模拟,平衡代理会因调整关卡以达到给定的平衡目标而获得奖励,例如所有玩家的胜率相等。为此,我们提出了新的基于交换的表示来提高可玩性的鲁棒性,从而使智能体能够比传统的PCGRL更有效、更快速地平衡游戏关卡。通过分析代理的交换行为,我们可以推断出哪种贴图类型对平衡的影响最大。我们在一个竞争性的双人游戏场景中,在神经网络大型多人在线环境中验证了我们的方法。在本文中,我们展示了改进的结果,探索了该方法在平等平衡之外的各种平衡形式中的适用性,将其性能与另一种基于搜索的方法进行了比较,并讨论了现有公平性指标在游戏平衡中的应用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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