Evaluating Competitive Game Balance with Restricted Play

Evaluating Competitive Game Balance with Restricted Play
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评估具有限制性游戏的竞技游戏平衡

DOI:
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发表时间:
2012
期刊:
Artificial Intelligence and Interactive Digital Entertainment Conference
影响因子:
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通讯作者:
Zoran Popovic
Zoran Popovic
中科院分区:
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文献类型:
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作者:
Alexander Jaffe;Alex Miller;Erik Andersen;Yun;A. Karlin;Zoran Popovic

文献摘要

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游戏平衡是一个微调阶段,在这个阶段,一个正常运行的游戏被调整为深度、公平和有趣的。平衡是困难和耗时的,因为设计人员必须反复调整参数,并运行漫长的播放测试来评估这些变化的影响。如果设计者能够立即收到对他们设计的反馈,他们就可以探索广阔的变化空间,只选择最有希望的游戏进行玩法测试。这种自动化的设计反馈很难实现,因为没有统一许多形式的游戏平衡的数学公式。我们主张一种公式,在这种公式中,谨慎限制的代理与标准代理对立。我们开发了这个受限游戏平衡框架,并通过构建一个能够计算一大类游戏的平衡度量的工具来评估它的实用性。通过将此工具应用于教育纸牌游戏,我们演示了框架和工具如何允许设计者快速评估和迭代他们的游戏的平衡。
Game balancing is the fine-tuning phase in which a functioning game is adjusted to be deep, fair, and interesting. Balancing is difficult and time-consuming, as designers must repeatedly tweak parameters, and run lengthy playtests to evaluate the effects of these changes. If designers could receive immediate feedback on their designs, they could explore a vast space of variations, and select only the most promising games for playtesting. Such automated design feedback has been difficult to achieve, as there is no mathematical formulation of game balance that unifies many of its forms. We argue for a formulation in which carefully restricted agents are played against standard agents. We develop this restricted-play balance framework, and evaluate its utility by building a tool capable of calculating measures of balance for a large family of games. By applying this tool to an educational card game, we demonstrate how the framework and tool allow designers to rapidly evaluate and iterate on the balance of their games.