Level the Level: Balancing Game Levels for Asymmetric Player Archetypes With Reinforcement Learning

📅 2025-03-31
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🤖 AI Summary
This work addresses level imbalance in asymmetric multiplayer games caused by disparities in character capabilities, proposing the first reinforcement learning (RL)-based procedural content generation (PCG) framework for multi-character win-rate balancing. Methodologically, it formulates balance as a differentiable, tile-based RL-driven PCG task, optimized via policy gradients, multi-agent adversarial training, and dynamic archetype adaptation—eliminating reliance on manual parameter tuning and static heuristics. Experiments evaluate the framework across four characters with markedly divergent abilities. Results demonstrate significantly higher level balancing success rates compared to two baseline approaches. Moreover, this study provides the first quantitative analysis of the trade-off among character capability disparity, training cost, and balancing accuracy—revealing critical insights into scalability and efficiency in asymmetric game balancing.

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📝 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.
Problem

Research questions and friction points this paper is trying to address.

Balancing asymmetric multiplayer game levels automatically
Using reinforcement learning for procedural level generation
Addressing disparity in player archetypes through level design
Innovation

Methods, ideas, or system contributions that make the work stand out.

Uses reinforcement learning for game balancing
Tailors levels to asymmetric player archetypes
Procedural content generation for balanced levels
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