Searching for Balanced 2D Brawler Games: Successes and Failures of Automated Evaluation

Authors

  • Samuel Shields University of California, Santa Cruz
  • Ross Mawhorter University of California, Santa Cruz
  • Edward Melcer University of California, Santa Cruz
  • Michael Mateas University of California at Santa Cruz

DOI:

https://doi.org/10.1609/aiide.v18i1.21963

Keywords:

Automated Game Design, User Study, Game Balancing, Machine Playtesting

Abstract

Automated game design (AGD) research focuses on creating systems that can design entirely new games. This is often done by a genetic algorithm, with a fitness function that is used to find individual games that satisfy certain design criteria. However, it is difficult to tell if generated games actually have the desired emergent properties (such as balance), since the fitness function might not align well with human aesthetic judgments about such properties. This is particularly problematic when trying to automatically design balanced, fair, yet asymmetrical games for multiple players. In this paper we present an implementation of an optimization-based AGD system for brawler games, and present findings from a preliminary user study of generated games. We show that while the system successfully optimizes for our written fitness function during human play, we found that this optimization did not necessarily translate to our hypothesized human experience of the game.

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Published

2022-10-11

How to Cite

Shields, S., Mawhorter, R., Melcer, E., & Mateas, M. (2022). Searching for Balanced 2D Brawler Games: Successes and Failures of Automated Evaluation. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 18(1), 189-198. https://doi.org/10.1609/aiide.v18i1.21963