mlsanityData to 7 Oct 2026

Metagame Autobalancing for Competitive Multiplayer Games

arXiv 2006.04419 ↗First posted 8 Jun 2020cs.AI cs.HCcited by 3

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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.