Level the Level: Balancing Game Levels for Asymmetric Player Archetypes With Reinforcement Learning

Fuente: arXiv
Enregistré dans:
Détails bibliographiques
Auteurs principaux: Rupp, Florian, Eckert, Kai
Format: Preprint
Publié: 2025
Sujets:
Accès en ligne:
Tags: Ajouter un tag
Pas de tags, Soyez le premier à ajouter un tag!
_version_ 1866909559627448320
author Rupp, Florian
Eckert, Kai
author_facet Rupp, Florian
Eckert, Kai
contents Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to asymmetric player archetypes, where the disparity in abilities is balanced entirely through the level design. For instance, while one archetype may have an advantage over another, both should have an equal chance of winning. We therefore conceptualize game balancing as a procedural content generation problem and build on and extend a recently introduced method that uses reinforcement learning to balance tile-based game levels. We evaluate the method on four different player archetypes and demonstrate its ability to balance a larger proportion of levels compared to two baseline approaches. Furthermore, our results indicate that as the disparity between player archetypes increases, the required number of training steps grows, while the model's accuracy in achieving balance decreases.
format Preprint
id arxiv_https___arxiv_org_abs_2503_24099
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Level the Level: Balancing Game Levels for Asymmetric Player Archetypes With Reinforcement Learning
Rupp, Florian
Eckert, Kai
Machine Learning
Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to asymmetric player archetypes, where the disparity in abilities is balanced entirely through the level design. For instance, while one archetype may have an advantage over another, both should have an equal chance of winning. We therefore conceptualize game balancing as a procedural content generation problem and build on and extend a recently introduced method that uses reinforcement learning to balance tile-based game levels. We evaluate the method on four different player archetypes and demonstrate its ability to balance a larger proportion of levels compared to two baseline approaches. Furthermore, our results indicate that as the disparity between player archetypes increases, the required number of training steps grows, while the model's accuracy in achieving balance decreases.
title Level the Level: Balancing Game Levels for Asymmetric Player Archetypes With Reinforcement Learning
topic Machine Learning
url https://arxiv.org/abs/2503.24099