Balancing of competitive two-player Game Levels with Reinforcement Learning
Florian Rupp, Manuel Eberhardinger, Kai Eckert
TL;DR
This work addresses the challenge of balancing competitive two-player tile-based game levels by introducing a domain-independent architecture within PCGRL that separates level generation from balancing. It employs swap-based representations (Swap-Narrow, Swap-Turtle, Swap-Wide) and a reward design driven by simulated balancing outcomes to modify given levels toward equal win rates, demonstrated in the Neural MMO environment. The approach improves balancing efficiency versus plain PCGRL, enables insight into which tiles most influence balance, and yields playable, diverse levels with high validity. The method has potential practical impact for game design and could be extended to other domains where environmental balance is critical, such as adaptive level design or city planning scenarios.
Abstract
The balancing process for game levels in a competitive two-player context involves a lot of manual work and testing, particularly in non-symmetrical game levels. In this paper, we propose an architecture for automated balancing of tile-based levels within the recently introduced PCGRL framework (procedural content generation via reinforcement learning). Our architecture is divided into three parts: (1) a level generator, (2) a balancing agent and, (3) a reward modeling simulation. By playing the level in a simulation repeatedly, the balancing agent is rewarded for modifying it towards the same win rates for all players. To this end, we introduce a novel family of swap-based representations to increase robustness towards playability. We show that this approach is capable to teach an agent how to alter a level for balancing better and faster than plain PCGRL. In addition, by analyzing the agent's swapping behavior, we can draw conclusions about which tile types influence the balancing most. We test and show our results using the Neural MMO (NMMO) environment in a competitive two-player setting.
