RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Games

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Hyeon-Chang Jeon;In-Chang Baek;Cheong-mok Bae;Taehwa Park;Wonsang You;Taegwan Ha;Hoyoun Jung;Jinha Noh;Seungwon Oh;Kyung-Joong Kim
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引用次数: 0

Abstract

The balance of game content significantly impacts the gaming experience. Unbalanced game content diminishes engagement or increases frustration because of repetitive failure. Although game designers intend to adjust the difficulty of game content, this is a repetitive, labor-intensive, and challenging process, especially for commercial-level games with extensive content. To address this issue, the game research community has explored automated game balancing using artificial intelligence (AI) techniques. However, previous studies have focused on limited game content and did not consider the importance of the generalization ability of play-testing agents when encountering content changes. In this study, we propose RaidEnv, a new game simulator that includes diverse and customizable content for the boss raid scenario in the MMORPG games. In addition, we design two benchmarks for the boss raid scenario that can aid in the practical application of game AI. These benchmarks address two open problems in automatic content balancing (ACB), and we introduce two evaluation metrics to provide guidance for AI in ACB. This novel game research platform expands the frontiers of automatic game balancing problems and offers a framework within a realistic game production pipeline. The open-source environment is available at a GitHub repository.
RaidEnv:探索自动平衡 Boss Raid 游戏内容的新挑战
游戏内容的平衡会对游戏体验产生重大影响。不平衡的游戏内容会降低玩家的参与度,或因重复失败而增加挫败感。尽管游戏设计者有意调整游戏内容的难度,但这是一个重复、劳动密集型和具有挑战性的过程,尤其是对于内容丰富的商业级游戏而言。为了解决这个问题,游戏研究界探索了使用人工智能(AI)技术自动平衡游戏的方法。然而,以前的研究都集中在有限的游戏内容上,并没有考虑到游戏测试代理在遇到内容变化时的泛化能力的重要性。在本研究中,我们提出了一个新的游戏模拟器 RaidEnv,其中包括 MMORPG 游戏中 BOSS 突袭场景的多样化和可定制内容。此外,我们还设计了两个 BOSS 突袭场景基准,有助于游戏人工智能的实际应用。这些基准解决了自动内容平衡中的两个未决问题,我们还引入了两个评估指标,为自动内容平衡中的人工智能提供指导。这个新颖的游戏研究平台拓展了自动游戏平衡问题的前沿,并在现实的游戏生产流水线中提供了一个框架。开源环境可在 GitHub 存储库中获取。
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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