Level the Level: Balancing Game Levels for Asymmetric Player Archetypes With Reinforcement Learning
Florian Rupp, Kai Eckert
TL;DR
Balancing asymmetric multiplayer games is challenging and often relies on manual tuning. The authors extend PCGRL to balance tile-based levels for asymmetric archetypes, introducing a halved swap-based action space and four new agent archetypes, and evaluating against random and hill-climbing baselines. Results show PCGRL balances a larger fraction of levels and trains faster with the reduced action space, though greater initial asymmetry increases training requirements and can reduce final balance accuracy. A notable limitation is that the method can yield unwinnable draws, pointing to avenues for refining the reward structure and balance criteria.
Abstract
Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to asymmetric player archetypes, where the disparity in abilities is balanced entirely through the level design. For instance, while one archetype may have an advantage over another, both should have an equal chance of winning. We therefore conceptualize game balancing as a procedural content generation problem and build on and extend a recently introduced method that uses reinforcement learning to balance tile-based game levels. We evaluate the method on four different player archetypes and demonstrate its ability to balance a larger proportion of levels compared to two baseline approaches. Furthermore, our results indicate that as the disparity between player archetypes increases, the required number of training steps grows, while the model's accuracy in achieving balance decreases.
