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Automatic computer game balancing: a reinforcement learning approach

Published: 25 July 2005 Publication History

Abstract

Designing agents whose behavior challenges human players adequately is a key issue in computer games development. This work presents a novel technique, based on reinforcement learning (RL), to automatically control the game level, adapting it to the human player skills in order to guarantee a good game balance. RL has commonly been used in competitive environments, in which the agent must perform as well as possible to beat its opponent. The innovative use of RL proposed here makes use of a challenge function, which estimates the current player's level, as well as changes on the action selection mechanism of the RL framework. The technique is applied to a fighting game, Knock'em, to provide empirical validation of the approach.

References

[1]
Falstein, N., The Flow Channel, Game Developer Magazine, May Issue, 2004.
[2]
Koster, R., Theory of Fun for Game Design, Paraglyph Press, Phoenix, 2004.
[3]
Sutton, R., Barto A., Reinforcement Learning: An Introduction, Cambridge, MA, 1998.

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  • (2022)Usability Evaluation of an Adaptive Serious Game Prototype Based on Affective FeedbackInformation10.3390/info1309042513:9(425)Online publication date: 8-Sep-2022
  • (2022)Inspector: Pixel-Based Automated Game Testing via Exploration, Detection, and Investigation2022 IEEE Conference on Games (CoG)10.1109/CoG51982.2022.9893630(237-244)Online publication date: 21-Aug-2022
  • (2021)Balancing Turn-Based Games With Chained Strategy GenerationIEEE Transactions on Games10.1109/TG.2019.294322713:2(113-122)Online publication date: Jun-2021
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cover image ACM Conferences
AAMAS '05: Proceedings of the fourth international joint conference on Autonomous agents and multiagent systems
July 2005
1407 pages
ISBN:1595930930
DOI:10.1145/1082473
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 25 July 2005

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Author Tags

  1. adaptive agents
  2. game balancing
  3. reinforcement learning

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Overall Acceptance Rate 1,155 of 5,036 submissions, 23%

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Cited By

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  • (2022)Usability Evaluation of an Adaptive Serious Game Prototype Based on Affective FeedbackInformation10.3390/info1309042513:9(425)Online publication date: 8-Sep-2022
  • (2022)Inspector: Pixel-Based Automated Game Testing via Exploration, Detection, and Investigation2022 IEEE Conference on Games (CoG)10.1109/CoG51982.2022.9893630(237-244)Online publication date: 21-Aug-2022
  • (2021)Balancing Turn-Based Games With Chained Strategy GenerationIEEE Transactions on Games10.1109/TG.2019.294322713:2(113-122)Online publication date: Jun-2021
  • (2021)Untangling Braids with Multi-Agent Q-Learning2021 23rd International Symposium on Symbolic and Numeric Algorithms for Scientific Computing (SYNASC)10.1109/SYNASC54541.2021.00032(135-139)Online publication date: Dec-2021
  • (2021)Toward Automated Game Balance: A Systematic Engineering Design Approach2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9619032(1-8)Online publication date: 17-Aug-2021
  • (2021)DRAGON: diversity regulated adaptive generator onlineMultimedia Tools and Applications10.1007/s11042-021-10620-wOnline publication date: 23-Mar-2021
  • (2020)Reinforcement learning for personalization: A systematic literature reviewData Science10.3233/DS-2000283:2(107-147)Online publication date: 11-Nov-2020
  • (2020)Applying Hidden Markov Model for Dynamic Game Balancing2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)10.1109/SBGames51465.2020.00016(38-46)Online publication date: Nov-2020
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  • (2020)A Study on Behavioural Agents for StarCraft 2Proceedings of Fifth International Congress on Information and Communication Technology10.1007/978-981-15-5856-6_47(479-489)Online publication date: 22-Oct-2020
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