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Using coevolution to understand and validate game balance in continuous games
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Genetic And Evolutionary Computation Conference archive
Proceedings of the 10th annual conference on Genetic and evolutionary computation table of contents
Atlanta, GA, USA
SESSION: Real-world application papers table of contents
Pages 1563-1570  
Year of Publication: 2008
ISBN:978-1-60558-130-9
Authors
Ryan Leigh  University of Nevada, Reno, Reno, NV, USA
Justin Schonfeld  University of Nevada, Reno, Reno, NV, USA
Sushil J. Louis  University of Nevada, Reno, Reno, NV, USA
Sponsors
ACM: Association for Computing Machinery
SIGEVO: ACM Special Interest Group on Genetic and Evolutionary Computation
Publisher
ACM  New York, NY, USA
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ABSTRACT

We attack the problem of game balancing by using a coevolutionary algorithm to explore the space of possible game strategies and counter strategies. We define balanced games as games which have no single dominating strategy. Balanced games are more fun and provide a more interesting strategy space for players to explore. However, proving that a game is balanced mathematically may not be possible and industry commonly uses extensive and expensive human testing to balance games. We show how a coevolutionary algorithm can be used to test game balance and use the publicly available continuous state, capture-the-flag CaST game as our testbed. Our results show that we can use coevolution to highlight game imbalances in CaST and provide intuition towards balancing this game. This aids in eliminating dominating strategies, thus making the game more interesting as players must constantly adapt to opponent strategies.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Ryan Leigh: colleagues
Justin Schonfeld: colleagues
Sushil J. Louis: colleagues