GEEvo: Game Economy Generation and Balancing with Evolutionary Algorithms
- URL: http://arxiv.org/abs/2404.18574v1
- Date: Mon, 29 Apr 2024 10:31:57 GMT
- Title: GEEvo: Game Economy Generation and Balancing with Evolutionary Algorithms
- Authors: Florian Rupp, Kai Eckert,
- Abstract summary: We propose a framework to generate graph-based game economies and balance both, newly generated or existing economies.
Our method is tested and benchmarked with various balancing objectives on a generated dataset.
We conduct a case study evaluating damage balancing for two fictional economies of two popular game character classes.
- Score: 0.28273304533873334
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: Game economy design significantly shapes the player experience and progression speed. Modern game economies are becoming increasingly complex and can be very sensitive to even minor numerical adjustments, which may have an unexpected impact on the overall gaming experience. Consequently, thorough manual testing and fine-tuning during development are essential. Unlike existing works that address algorithmic balancing for specific games or genres, this work adopts a more abstract approach, focusing on game balancing through its economy, detached from a specific game. We propose GEEvo (Game Economy Evolution), a framework to generate graph-based game economies and balancing both, newly generated or existing economies. GEEvo uses a two-step approach where evolutionary algorithms are used to first generate an economy and then balance it based on specified objectives, such as generated resources or damage dealt over time. We define different objectives by differently parameterizing the fitness function using data from multiple simulation runs of the economy. To support this, we define a lightweight and flexible game economy simulation framework. Our method is tested and benchmarked with various balancing objectives on a generated dataset, and we conduct a case study evaluating damage balancing for two fictional economies of two popular game character classes.
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