It might be balanced, but is it actually good? An Empirical Evaluation of Game Level Balancing

Fuente: arXiv
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Auteurs principaux: Rupp, Florian, Puddu, Alessandro, Becker-Asano, Christian, Eckert, Kai
Format: Preprint
Publié: 2024
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author Rupp, Florian
Puddu, Alessandro
Becker-Asano, Christian
Eckert, Kai
author_facet Rupp, Florian
Puddu, Alessandro
Becker-Asano, Christian
Eckert, Kai
contents Achieving optimal balance in games is essential to their success, yet reliant on extensive manual work and playtesting. To facilitate this process, the Procedural Content Generation via Reinforcement Learning (PCGRL) framework has recently been effectively used to improve the balance of existing game levels. This approach, however, only assesses balance heuristically, neglecting actual human perception. For this reason, this work presents a survey to empirically evaluate the created content paired with human playtesting. Participants in four different scenarios are asked about their perception of changes made to the level both before and after balancing, and vice versa. Based on descriptive and statistical analysis, our findings indicate that the PCGRL-based balancing positively influences players' perceived balance for most scenarios, albeit with differences in aspects of the balancing between scenarios.
format Preprint
id arxiv_https___arxiv_org_abs_2407_11396
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle It might be balanced, but is it actually good? An Empirical Evaluation of Game Level Balancing
Rupp, Florian
Puddu, Alessandro
Becker-Asano, Christian
Eckert, Kai
Human-Computer Interaction
Achieving optimal balance in games is essential to their success, yet reliant on extensive manual work and playtesting. To facilitate this process, the Procedural Content Generation via Reinforcement Learning (PCGRL) framework has recently been effectively used to improve the balance of existing game levels. This approach, however, only assesses balance heuristically, neglecting actual human perception. For this reason, this work presents a survey to empirically evaluate the created content paired with human playtesting. Participants in four different scenarios are asked about their perception of changes made to the level both before and after balancing, and vice versa. Based on descriptive and statistical analysis, our findings indicate that the PCGRL-based balancing positively influences players' perceived balance for most scenarios, albeit with differences in aspects of the balancing between scenarios.
title It might be balanced, but is it actually good? An Empirical Evaluation of Game Level Balancing
topic Human-Computer Interaction
url https://arxiv.org/abs/2407.11396