• DocumentCode
    130238
  • Title

    Evolving maps for match balancing in first person shooters

  • Author

    Lanzi, Pier Luca ; Loiacono, Daniele ; Stucchi, Riccardo

  • Author_Institution
    Dipt. di Elettron., Inf. e Bioingegneria, Inf. e Bioingegneria, Milan, Italy
  • fYear
    2014
  • fDate
    26-29 Aug. 2014
  • Firstpage
    1
  • Lastpage
    8
  • Abstract
    Match balancing is one of the most important design issues in the development of an adversarial multiplayer shooter. Therefore, matchmaking algorithms are generally used to build teams, such that players can have fun with each other and enjoy the game experience. In this work we approach this problem from a completely different angle: we show that the design of the game content has a large impact on the match balancing and that procedural content generation might be a promising approach to improve it. In particular, we present a methodology to evolve maps for Cube 2: Saubertran, an open source first person shooter, and to improve the game balancing for specific combinations of players skills and strategies. We tested our approach on three different scenarios that involve players with different skill levels as well as players using completely different weapons. Our results are very promising and show that, in all the scenarios considered, our approach is able to evolve maps that result in a balanced game experience.
  • Keywords
    computer games; Cube 2 Saubertran game; adversarial multiplayer shooter game; content generation; evolving maps; first person shooter game; game content design; game experience; match balancing; player skills; player strategy; Encoding; Games; Silicon; Weapons;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence and Games (CIG), 2014 IEEE Conference on
  • Conference_Location
    Dortmund
  • Type

    conf

  • DOI
    10.1109/CIG.2014.6932901
  • Filename
    6932901