Games require balance to be fair and enjoyable. In two player combat settings balance can be achieved by ensuring that both units are equally capable. The possibility of alliances changes the nature of balance when additional players are introduced. One approach to achieving balance is to use a domination loop between agents in a rock, scissors, paper style approach. This paper investigates whether such loops exist within the existing rules of game combat. Search processes within the attribute space of the game units are used to identify loops within an existing game architecture. A dominance metric is used to identify cycles where the victory is achieved by a clear threshold. Cycles with up to 5 players are demonstrated, although larger cycles require more effort to find. Use of models of game play and attribute space search are recommended as a mechanism for balancing games of this format.
History
Pagination
1 - 5
Location
Vancouver, BC, Canada
Start date
2013-09-23
End date
2013-09-25
ISSN
2166-6741
ISBN-13
9781479912445
Language
eng
Publication classification
E1 Full written paper - refereed
Copyright notice
2013, IEEE
Editor/Contributor(s)
N Gershon
Title of proceedings
Proceedings of the 5th International IEEE Consumer Electronic Society Games Innovation Conference; IGIC 2013