Metagame Autobalancing for Competitive Multiplayer Games
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Abstract (arXiv)
Automated game balancing has often focused on single-agent scenarios. In this paper we present a tool for balancing multi-player games during game design. Our approach requires a designer to construct an intuitive graphical representation of their meta-game target, representing the relative scores that high-level strategies (or decks, or character types) should experience. This permits more sophisticated balance targets to be defined beyond a simple requirement of equal win chances. We then find a parameterization of the game that meets this target using simulation-based optimization to minimize the distance to the target graph. We show the capabilities of this tool on examples inheriting from Rock-Paper-Scissors, and on a more complex asymmetric fighting game.
Key facts. Cited by 3 papers in the map (data through 7 Oct 2026). First posted on arXiv 8 Jun 2020.
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Citing papers per year: 2021: 1; 2022: 0; 2023: 0; 2024: 2.
3 papers.
- 2024A Framework for Predicting the Impact of Game Balance Changes through Meta Discovery11 Sep 2024
- 2024Identifying and Clustering Counter Relationships of Team Compositions in PvP Games for Efficient Balance Analysis30 Aug 2024
- 2021Predicting Game Engagement and Difficulty Using AI Players26 Jul 2021