DocumentCode :
1786122
Title :
Procedural Level Balancing in Runner Games
Author :
Vasconcelos De Medeiros, Rubem Jose ; Vasconcelos De Medeiros, Tacio Filipe
Author_Institution :
Narsvera Studio, Campina Grande, Brazil
fYear :
2014
fDate :
12-14 Nov. 2014
Firstpage :
109
Lastpage :
114
Abstract :
Balancing a game is a long process and relies mainly on subjective feedback from human testers and selective interpretation from game developers. As a first step for completely automate game balancing, we propose a methodology to algorithmically choose features and calibrate their parameters for the procedural level generation of a simple runner game based on testers´ feedback.This methodology is used in a 30 seconds game demo with survey and each playthrough is recorded and fed to a reinforcement learning algorithm. We show that the average fun grade steadily grows, proving the effectiveness of the proposed method. The collected data can be further analysed for insights on new features and other major changes.
Keywords :
computer games; human factors; learning (artificial intelligence); automate game balancing; average fun grade; collected data analysis; game developers; human testers; procedural level balancing; procedural level generation; reinforcement learning algorithm; runner games; selective interpretation; tester feedback; Algorithm design and analysis; Games; Hamming distance; Learning (artificial intelligence); Probability distribution; Roads; Servers; Game Balancing; Runner; Game Flow; Machine Learning;Reinforcement Learning;;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computer Games and Digital Entertainment (SBGAMES), 2014 Brazilian Symposium on
Conference_Location :
Porto Alegre
Type :
conf
DOI :
10.1109/SBGAMES.2014.30
Filename :
7000038
Link To Document :
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