• DocumentCode
    2165234
  • Title

    Establishing competitive domination cycles for peer-to-peer game combat

  • Author

    Makin, Owen ; Bangay, Shaun

  • Author_Institution
    Sch. of Inf. Technol., Deakin Univ., Melbourne, VIC, Australia
  • fYear
    2013
  • fDate
    23-25 Sept. 2013
  • Firstpage
    152
  • Lastpage
    156
  • Abstract
    Games require balance to be fair and enjoyable. In two player combat settings balance can be achieved by ensuring that both units are equally capable. The possibility of alliances changes the nature of balance when additional players are introduced. One approach to achieving balance is to use a domination loop between agents in a rock, scissors, paper style approach. This paper investigates whether such loops exist within the existing rules of game combat. Search processes within the attribute space of the game units are used to identify loops within an existing game architecture. A dominance metric is used to identify cycles where the victory is achieved by a clear threshold. Cycles with up to 5 players are demonstrated, although larger cycles require more effort to find. Use of models of game play and attribute space search are recommended as a mechanism for balancing games of this format.
  • Keywords
    computer games; peer-to-peer computing; search problems; attribute space search process; competitive domination cycles; domination loop; game architecture; game balancing; game play models; game units; peer-to-peer game combat; player combat settings; rock-scissor-paper style approach; Analytical models; Educational institutions; Games; Measurement; Prediction algorithms; Predictive models; Rocks; formal model; games; testing strategies;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Games Innovation Conference (IGIC), 2013 IEEE International
  • Conference_Location
    Vancouver, BC
  • ISSN
    2166-6741
  • Print_ISBN
    978-1-4799-1244-5
  • Type

    conf

  • DOI
    10.1109/IGIC.2013.6659129
  • Filename
    6659129