# Metagame Autobalancing for Competitive Multiplayer Games

arXiv: https://arxiv.org/abs/2006.04419 · HTML: https://mlsanity.com/paper/2006.04419/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 8 Jun 2020.

## Built on by (most cited first, 3 of 3)

- [Predicting Game Engagement and Difficulty Using AI Players](https://mlsanity.com/paper/2107.12061/) (2021)
- [Identifying and Clustering Counter Relationships of Team Compositions in PvP Games for Efficient Balance Analysis](https://mlsanity.com/paper/2408.17180/) (2024)
- [A Framework for Predicting the Impact of Game Balance Changes through Meta Discovery](https://mlsanity.com/paper/2409.07340/) (2024)

## 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.
