Searching for Balanced 2D Brawler Games: Successes and Failures of Automated Evaluation

Samuel Shields, Ross Mawhorter, Edward F. Melcer, Michael Mateas
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Abstract

Automated game design (AGD) research focuses on creating systems that can design entirely new games. This is often done by a genetic algorithm, with a fitness function that is used to find individual games that satisfy certain design criteria. However, it is difficult to tell if generated games actually have the desired emergent properties (such as balance), since the fitness function might not align well with human aesthetic judgments about such properties. This is particularly problematic when trying to automatically design balanced, fair, yet asymmetrical games for multiple players. In this paper we present an implementation of an optimization-based AGD system for brawler games, and present findings from a preliminary user study of generated games. We show that while the system successfully optimizes for our written fitness function during human play, we found that this optimization did not necessarily translate to our hypothesized human experience of the game.
寻找平衡的2D Brawler游戏:自动评估的成败
自动游戏设计(AGD)研究侧重于创造能够设计全新游戏的系统。这通常是通过遗传算法完成的,带有适合函数,用于找到满足特定设计标准的单个游戏。然而,很难判断生成的游戏是否真的具有期望的突发属性(如平衡),因为适应度函数可能与人类对这些属性的审美判断不太一致。当你试图为多人自动设计平衡、公平但不对称的游戏时,这个问题尤其严重。在本文中,我们提出了一个基于优化的斗殴游戏AGD系统的实现,并提出了对生成游戏的初步用户研究的结果。我们发现,虽然系统在人类游戏过程中成功地优化了我们的书面适应度函数,但这种优化并不一定能转化为我们假设的人类游戏体验。
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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