Beyond Win Rates: A Clustering-Based Approach to Character Balance Analysis in Team-Based Games
- URL: http://arxiv.org/abs/2502.01250v1
- Date: Mon, 03 Feb 2025 11:20:21 GMT
- Title: Beyond Win Rates: A Clustering-Based Approach to Character Balance Analysis in Team-Based Games
- Authors: Haokun Zhou,
- Abstract summary: Character diversity in competitive games can negatively impact player experience and strategic depth.
Traditional balance assessments rely on aggregate metrics like win rates and pick rates.
This paper proposes a novel clustering-based methodology to analyze character balance.
- Score: 0.0
- License:
- Abstract: Character diversity in competitive games, while enriching gameplay, often introduces balance challenges that can negatively impact player experience and strategic depth. Traditional balance assessments rely on aggregate metrics like win rates and pick rates, which offer limited insight into the intricate dynamics of team-based games and nuanced character roles. This paper proposes a novel clustering-based methodology to analyze character balance, leveraging in-game data from Valorant to account for team composition influences and reveal latent character roles. By applying hierarchical agglomerative clustering with Jensen-Shannon Divergence to professional match data from the Valorant Champions Tour 2022, our approach identifies distinct clusters of agents exhibiting similar co-occurrence patterns within team compositions. This method not only complements existing quantitative metrics but also provides a more holistic and interpretable perspective on character synergies and potential imbalances, offering game developers a valuable tool for informed and context-aware balance adjustments.
Related papers
- Identifying and Clustering Counter Relationships of Team Compositions in PvP Games for Efficient Balance Analysis [24.683917771144536]
We develop measures to quantify balance in zero-sum competitive scenarios.
We identify useful categories of compositions and pinpoint their counter relationships.
Our framework has been validated in popular online games, including Age of Empires II, Hearthstone, Brawl Stars, and League of Legends.
arXiv Detail & Related papers (2024-08-30T10:28:36Z) - ShuttleSHAP: A Turn-Based Feature Attribution Approach for Analyzing
Forecasting Models in Badminton [52.21869064818728]
Deep learning approaches for player tactic forecasting in badminton show promising performance partially attributed to effective reasoning about rally-player interactions.
We propose a turn-based feature attribution approach, ShuttleSHAP, for analyzing forecasting models in badminton based on variants of Shapley values.
arXiv Detail & Related papers (2023-12-18T05:37:51Z) - Opponent Modeling in Multiplayer Imperfect-Information Games [1.024113475677323]
We present an approach for opponent modeling in multiplayer imperfect-information games.
We run experiments against a variety of real opponents and exact Nash equilibrium strategies in three-player Kuhn poker.
Our algorithm significantly outperforms all of the agents, including the exact Nash equilibrium strategies.
arXiv Detail & Related papers (2022-12-12T16:48:53Z) - Finding mixed-strategy equilibria of continuous-action games without
gradients using randomized policy networks [83.28949556413717]
We study the problem of computing an approximate Nash equilibrium of continuous-action game without access to gradients.
We model players' strategies using artificial neural networks.
This paper is the first to solve general continuous-action games with unrestricted mixed strategies and without any gradient information.
arXiv Detail & Related papers (2022-11-29T05:16:41Z) - Learning Correlated Equilibria in Mean-Field Games [62.14589406821103]
We develop the concepts of Mean-Field correlated and coarse-correlated equilibria.
We show that they can be efficiently learnt in emphall games, without requiring any additional assumption on the structure of the game.
arXiv Detail & Related papers (2022-08-22T08:31:46Z) - Efficiently Computing Nash Equilibria in Adversarial Team Markov Games [19.717850955051837]
We introduce a class of games in which a team identically players is competing against an adversarial player.
This setting allows for a unifying treatment of zero-sum Markov games potential games.
Our main contribution is the first algorithm for computing stationary $epsilon$-approximate Nash equilibria in adversarial team Markov games.
arXiv Detail & Related papers (2022-08-03T16:41:01Z) - ShuttleNet: Position-aware Fusion of Rally Progress and Player Styles
for Stroke Forecasting in Badminton [18.524164548051417]
This paper focuses on objectively judging what and where to return strokes in turn-based sports.
We propose a novel Position-aware Fusion of Rally Progress and Player Styles framework (ShuttleNet) that incorporates rally progress and information of the players.
arXiv Detail & Related papers (2021-12-02T08:14:23Z) - Pick Your Battles: Interaction Graphs as Population-Level Objectives for
Strategic Diversity [49.68758494467258]
We study how to construct diverse populations of agents by carefully structuring how individuals within a population interact.
Our approach is based on interaction graphs, which control the flow of information between agents during training.
We provide evidence for the importance of diversity in multi-agent training and analyse the effect of applying different interaction graphs on the training trajectories, diversity and performance of populations in a range of games.
arXiv Detail & Related papers (2021-10-08T11:29:52Z) - Counterfactual Representation Learning with Balancing Weights [74.67296491574318]
Key to causal inference with observational data is achieving balance in predictive features associated with each treatment type.
Recent literature has explored representation learning to achieve this goal.
We develop an algorithm for flexible, scalable and accurate estimation of causal effects.
arXiv Detail & Related papers (2020-10-23T19:06:03Z) - Equilibria for Games with Combined Qualitative and Quantitative
Objectives [15.590197778287616]
We study concurrent games in which each player is a process that is assumed to act independently and strategically.
Our main result is that deciding the existence of a strict epsilon Nash equilibrium in such games is 2ExpTime-complete.
arXiv Detail & Related papers (2020-08-13T01:56:24Z) - Moody Learners -- Explaining Competitive Behaviour of Reinforcement
Learning Agents [65.2200847818153]
In a competitive scenario, the agent does not only have a dynamic environment but also is directly affected by the opponents' actions.
Observing the Q-values of the agent is usually a way of explaining its behavior, however, do not show the temporal-relation between the selected actions.
arXiv Detail & Related papers (2020-07-30T11:30:42Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.