TY - GEN
T1 - Balancing intransitive relationships in moba games using deep reinforcement learning
AU - Stephens, Conor
AU - Exton, Chris
N1 - Publisher Copyright:
© Proceedings of the 14th IADIS International Conference Interfaces and Human Computer Interaction 2020, IHCI 2020 and Proceedings of the 13th IADIS International Conference Game and Entertainment Technologies 2020, GET 2020 - Part of the 14th Multi Conference on Computer Science and Information Systems, MCCSIS 2020. All rights reserved.
PY - 2020
Y1 - 2020
N2 - Balanced intransitive relationships are critical to the depth of strategy and player retention within esports games. Intransitive relationships comprise the metagame, a collection of strategies and play styles that are viable, each providing counterplay for other viable strategies. This work presents a framework for testing the balance of massive online battle arena (MOBA) games using deep reinforcement learning to identify the synergies between characters by measuring their effectiveness against the other compositions within the games character roster. This research is designed for game designers and developers to show how multi-agent reinforcement learning (MARL) can accelerate the balancing process and highlight potential game-balance issues during the development process. Our findings conclude that accurate measurements of game balance can be found with under 10 hours of simulation and show imbalances that traditional cost curve analysis approaches failed to capture. Furthermore, we discovered that this approach reduced imbalance in each character's win rate by 20% in our example project a key measurement that would be impossible to measure without collecting data from hundreds of human-controlled games previously. The project's source code is publicly available at https://github.com/Taikatou/topdown- shooter.
AB - Balanced intransitive relationships are critical to the depth of strategy and player retention within esports games. Intransitive relationships comprise the metagame, a collection of strategies and play styles that are viable, each providing counterplay for other viable strategies. This work presents a framework for testing the balance of massive online battle arena (MOBA) games using deep reinforcement learning to identify the synergies between characters by measuring their effectiveness against the other compositions within the games character roster. This research is designed for game designers and developers to show how multi-agent reinforcement learning (MARL) can accelerate the balancing process and highlight potential game-balance issues during the development process. Our findings conclude that accurate measurements of game balance can be found with under 10 hours of simulation and show imbalances that traditional cost curve analysis approaches failed to capture. Furthermore, we discovered that this approach reduced imbalance in each character's win rate by 20% in our example project a key measurement that would be impossible to measure without collecting data from hundreds of human-controlled games previously. The project's source code is publicly available at https://github.com/Taikatou/topdown- shooter.
KW - Deep Reinforcement Learning
KW - Design
KW - Game Balance
UR - http://www.scopus.com/inward/record.url?scp=85101077879&partnerID=8YFLogxK
U2 - 10.33965/ihci_get2020_202010l016
DO - 10.33965/ihci_get2020_202010l016
M3 - Conference contribution
AN - SCOPUS:85101077879
T3 - Proceedings of the 14th IADIS International Conference Interfaces and Human Computer Interaction 2020, IHCI 2020 and Proceedings of the 13th IADIS International Conference Game and Entertainment Technologies 2020, GET 2020 - Part of the 14th Multi Conference on Computer Science and Information Systems, MCCSIS 2020
SP - 126
EP - 134
BT - Proceedings of the 14th IADIS International Conference Interfaces and Human Computer Interaction 2020, IHCI 2020 and Proceedings of the 13th IADIS International Conference Game and Entertainment Technologies 2020, GET 2020 - Part of the 14th Multi Conference on Computer Science and Information Systems, MCCSIS 2020
PB - IADIS
T2 - 14th IADIS International Conference Interfaces and Human Computer Interaction 2020, IHCI 2020 and 13th IADIS International Conference Game and Entertainment Technologies 2020, GET 2020, Part of the 14th Multi Conference on Computer Science and Information Systems, MCCSIS 2020
Y2 - 23 July 2020 through 25 July 2020
ER -