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

arXiv: https://arxiv.org/abs/2307.01676 · HTML: https://mlsanity.com/paper/2307.01676/

## Key facts

- Cited by 7 papers in the map (data through 14 Oct 2026).
- Builds on 35 of its 69 references that are in the map.
- First posted on arXiv 4 Jul 2023.

## Builds on (most cited first, 30 of 35)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Counterfactual Multi-Agent Policy Gradients](https://mlsanity.com/paper/1705.08926/) (2017)
- [The StarCraft Multi-Agent Challenge](https://mlsanity.com/paper/1902.04043/) (2019)
- [On the Utility of Learning about Humans for Human-AI Coordination](https://mlsanity.com/paper/1910.05789/) (2019)
- [Google Research Football: A Novel Reinforcement Learning Environment](https://mlsanity.com/paper/1907.11180/) (2019)
- [Unity: A General Platform for Intelligent Agents](https://mlsanity.com/paper/1809.02627/) (2018)
- [The Hanabi Challenge: A New Frontier for AI Research](https://mlsanity.com/paper/1902.00506/) (2019)
- [ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning](https://mlsanity.com/paper/1605.02097/) (2016)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [SMACv2: An Improved Benchmark for Cooperative Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/2212.07489/) (2022)
- [Scalable Evaluation of Multi-Agent Reinforcement Learning with Melting Pot](https://mlsanity.com/paper/2107.06857/) (2021)
- [PCGRL: Procedural Content Generation via Reinforcement Learning](https://mlsanity.com/paper/2001.09212/) (2020)
- [Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network](https://mlsanity.com/paper/1805.00728/) (2018)
- [ViZDoom Competitions: Playing Doom from Pixels](https://mlsanity.com/paper/1809.03470/) (2018)
- [General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms](https://mlsanity.com/paper/1802.10363/) (2018)
- [Neural MMO: A Massively Multiagent Game Environment for Training and Evaluating Intelligent Agents](https://mlsanity.com/paper/1903.00784/) (2019)
- [Learning Controllable Content Generators](https://mlsanity.com/paper/2105.02993/) (2021)
- [On the Importance of Environments in Human-Robot Coordination](https://mlsanity.com/paper/2106.10853/) (2021)
- [Adversarial Reinforcement Learning for Procedural Content Generation](https://mlsanity.com/paper/2103.04847/) (2021)
- [K-level Reasoning for Zero-Shot Coordination in Hanabi](https://mlsanity.com/paper/2207.07166/) (2022)
- [Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study](https://mlsanity.com/paper/2106.15877/) (2021)
- [Quantifying the effects of environment and population diversity in multi-agent reinforcement learning](https://mlsanity.com/paper/2102.08370/) (2021)
- [Gym-μRTS: Toward Affordable Full Game Real-time Strategy Games Research with Deep Reinforcement Learning](https://mlsanity.com/paper/2105.13807/) (2021)
- [Learning Controllable 3D Level Generators](https://mlsanity.com/paper/2206.13623/) (2022)
- [Improving Hearthstone AI by Combining MCTS and Supervised Learning Algorithms](https://mlsanity.com/paper/1808.04794/) (2018)
- [Introducing the Hearthstone-AI Competition](https://mlsanity.com/paper/1906.04238/) (2019)
- [On the Use and Misuse of Absorbing States in Multi-agent Reinforcement Learning](https://mlsanity.com/paper/2111.05992/) (2021)
- [Predicting Game Difficulty and Churn Without Players](https://mlsanity.com/paper/2008.12937/) (2020)
- [Fever Basketball: A Complex, Flexible, and Asynchronized Sports Game Environment for Multi-agent Reinforcement Learning](https://mlsanity.com/paper/2012.03204/) (2020)

## Built on by (most cited first, 7 of 7)

- [HASARD: A Benchmark for Vision-Based Safe Reinforcement Learning in Embodied Agents](https://mlsanity.com/paper/2503.08241/) (2025)
- [ChatPCG: Large Language Model-Driven Reward Design for Procedural Content Generation](https://mlsanity.com/paper/2406.11875/) (2024)
- [IPCGRL: Language-Instructed Reinforcement Learning for Procedural Level Generation](https://mlsanity.com/paper/2503.12358/) (2025)
- [Return-Aligned Decision Transformer](https://mlsanity.com/paper/2402.03923/) (2024)
- [PCGRLLM: Large Language Model-Driven Reward Design for Procedural Content Generation Reinforcement Learning](https://mlsanity.com/paper/2502.10906/) (2025)
- [Human-Aligned Procedural Level Generation Reinforcement Learning via Text-Level-Sketch Shared Representation](https://mlsanity.com/paper/2508.09860/) (2025)
- [UBCL: A Reinforcement Learning Framework for Controllable and Diverse Player Behaviors](https://mlsanity.com/paper/2512.10835/) (2025)

## Abstract (arXiv)

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 playtesting 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 MMORPG games. Additionally, 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, and we introduce two evaluation metrics to provide guidance for AI in automatic content balancing. This novel game research platform expands the frontiers of automatic game balancing problems and offers a framework within a realistic game production pipeline.
