TY - GEN
T1 - Assessing Multiplayer Level Design Using Deep Learning Techniques
AU - Stephens, Conor
AU - Exton, Chris
N1 - Publisher Copyright:
© 2020 ACM.
PY - 2020/9/15
Y1 - 2020/9/15
N2 - This paper proposes a new framework to measure the fairness of asymmetric level-design in multiplayer games. This work achieves real time prediction of the degree to which asymmetric levels are balanced using deep learning. The proposed framework provides both cost and time savings, by removing the requirement of numerous designed levels and the need to gather player data samples. This advancement with the field is possible through the combination of deep reinforcement learning (made accessible to developers with Unity's ML-Agents framework), and Procedural Content Generation (PCG). The result of this merger is the acquisition of accelerated training data, which is established using parallel simulations. This paper showcases the proposed approach on a simple two player top-down-shooter game implemented using MoreMountains: Top Down Engine an extension to Unity 3D a popular game engine. Levels are generated using the same PCG approaches found in 'Nuclear Throne' a popular cross platform Roguelike published by Vlambeer. This approach is accessible and easy to implement allowing games developers to test human-designed content in real time using the predictions. This research is open source and available on Github: https://github.com/Taikatou/top-down-shooter.
AB - This paper proposes a new framework to measure the fairness of asymmetric level-design in multiplayer games. This work achieves real time prediction of the degree to which asymmetric levels are balanced using deep learning. The proposed framework provides both cost and time savings, by removing the requirement of numerous designed levels and the need to gather player data samples. This advancement with the field is possible through the combination of deep reinforcement learning (made accessible to developers with Unity's ML-Agents framework), and Procedural Content Generation (PCG). The result of this merger is the acquisition of accelerated training data, which is established using parallel simulations. This paper showcases the proposed approach on a simple two player top-down-shooter game implemented using MoreMountains: Top Down Engine an extension to Unity 3D a popular game engine. Levels are generated using the same PCG approaches found in 'Nuclear Throne' a popular cross platform Roguelike published by Vlambeer. This approach is accessible and easy to implement allowing games developers to test human-designed content in real time using the predictions. This research is open source and available on Github: https://github.com/Taikatou/top-down-shooter.
KW - Game Balance
KW - Level Design
KW - Procedural Content Generation
KW - Reinforcement Learning
UR - http://www.scopus.com/inward/record.url?scp=85092273023&partnerID=8YFLogxK
U2 - 10.1145/3402942.3409789
DO - 10.1145/3402942.3409789
M3 - Conference contribution
AN - SCOPUS:85092273023
T3 - ACM International Conference Proceeding Series
BT - Proceedings of the 15th International Conference on the Foundations of Digital Games, FDG 2020
A2 - Yannakakis, Georgios N.
A2 - Liapis, Antonios
A2 - Penny, Kyburz
A2 - Volz, Vanessa
A2 - Khosmood, Foaad
A2 - Lopes, Phil
PB - Association for Computing Machinery
T2 - 15th International Conference on the Foundations of Digital Games, FDG 2020
Y2 - 15 September 2020 through 18 September 2020
ER -