Cited by 4Artificial Intelligence in GamesDigital Games and MediaEducational Games and Gamification

The DOI matches its Crossref record; 15 of the 15 references it cites were found in a registry or an index.

It might be balanced, but is it actually good? An Empirical Evaluation of Game Level Balancing

Open access
Rupp, Florian, Puddu, Alessandro, Becker-Asano, Christian, Eckert, Kai·2024·2024 IEEE Conference on Games (CoG)

Abstract

Achieving optimal balance in games is essential to their success, yet reliant on extensive manual work and playtesting. To facilitate this process, the Procedural Content Generation via Reinforcement Learning (PCGRL) framework has recently been effectively used to improve the balance of existing game levels. This approach, however, only assesses balance heuristically, neglecting actual human perception. For this reason, this work presents a survey to empirically evaluate the created content paired with human playtesting. Participants in four different scenarios are asked about their perception of changes made to the level both before and after balancing, and vice versa. Based on descriptive and statistical analysis, our findings indicate that the PCGRL-based balancing positively influences players’ perceived balance for most scenarios, albeit with differences in aspects of the balancing between scenarios.

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Crossref · 10.1109/cog60054.2024.10645642

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  • An additional study with human play testers concludes that balancing simulated with artificial heuristic agents actually improves the perceived balance for humans in most cases.

    “An additional study with human play testers concludes that the balancing simulated with artificial heuristic agents actually improves the perceived balance for humans in most cases [16].”

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  1. de, Evolving the Hearthstone Meta

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Metadata

Authors
Rupp, F., Puddu, A., Becker-Asano, C., & Eckert, K.
Affiliations
  • Univ. of Appl. Sci. Mannheim,Dep. of Computer Science,Mannheim,Germany
  • Stuttgart Media University (DE)
Venue
2024 IEEE Conference on Games (CoG)
Publisher
IEEE
Published
2024-08-05
Pages
1-4
OpenAlex
W4401943467
Cited by
4
References
15
Citations by year
2026: 1 · 2025: 3
FWCI
1.15
Type
conference paper
Language
en
Open access
Locations
  • IEEE Conference on Games (CoG) (publishedVersion)
  • arXiv (Cornell University) (submittedVersion)
  • arXiv (Cornell University)
Funders
Volkswagen Foundation
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
procedural content generation, reinforcement learning, player perceptions, game testing, game design, player experience

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