Cited by 7Artificial Intelligence in GamesDigital Games and MediaEvolutionary Algorithms and Applications

The DOI matches its Crossref record; 30 of the 30 references it cites were found in a registry or an index.

GEEvo: Game Economy Generation and Balancing with Evolutionary Algorithms

Open access
Rupp, Florian, Eckert, Kai·2024·2024 IEEE Congress on Evolutionary Computation (CEC)

Abstract

Game economy design significantly shapes the player experience and progression speed. Modern game economies are becoming increasingly complex and can be very sensitive to even minor numerical adjustments, which may have an unexpected impact on the overall gaming experience. Consequently, thorough manual testing and fine-tuning during development are essential. Unlike existing works that address algorithmic balancing for specific games or genres, this work adopts a more abstract approach, focusing on game balancing through its economy, detached from a specific game. We propose GEEvo (Game Economy Evolution), a framework to generate graph-based game economies and balancing both, newly generated or existing economies. GEEvo uses a two-step approach where evolutionary algorithms are used to first generate an economy and then balance it based on specified objectives, such as generated resources or damage dealt over time. We define different objectives by differently parameterizing the fitness function using data from multiple simulation runs of the economy. To support this, we define a lightweight and flexible game economy simulation framework. Our method is tested and benchmarked with various balancing objectives on a generated dataset, and we conduct a case study evaluating damage balancing for two fictional economies of two popular game character classes.

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Crossref · 10.1109/cec60901.2024.10612054

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  • Limited work has been published to automatically balance asymmetric games.

    “Limited work [1,7,15], however, has been published to automatically balance asymmetric games, i.e. players with different abilities and stats.”

    From Level the Level: Balancing Game Levels for Asymmetric Player Archetypes With Reinforcement Learning (2025) · cites this paper as [15]

    The Introduction says little work has addressed automated generation or balancing of game economies, and the Evaluation describes automatically balancing a mage and an archer with different abilities. The paper does not make the broader claim that limited work has been published on automatically balancing asymmetric games generally. (LLM, conf=0.84)

    Experimental — accuracy not yet measured

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Research works printed but not linked: 1

  1. Mojang, 2011, Minecraft. Mojang and Microsoft Studios

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Metadata

Authors
Rupp, F., & Eckert, K.
Affiliations
Technische Hochschule Mannheim (DE)
Venue
2024 IEEE Congress on Evolutionary Computation (CEC)
Publisher
IEEE
Published
2024-06-30
Pages
1-8
OpenAlex
W4401416508
Cited by
7
References
30
Citations by year
2026: 1 · 2025: 2 · 2024: 4
FWCI
2.02
Type
conference paper
Language
en
Open access
Locations
  • IEEE Congress on Evolutionary Computation (CEC) (publishedVersion)
  • arXiv (Cornell University) (submittedVersion)
  • arXiv (Cornell University)
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Physical Sciences › Computer Science › Artificial Intelligence › Evolutionary Algorithms and Applications
Keywords
game balance, evolutionary algorithms, fitness function design

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