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Establishing competitive domination cycles for peer-to-peer game combat

机译:为点对点游戏作战建立竞争性统治周期

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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.
机译:游戏需要平衡是公平和愉快的。在两个玩家中,可以通过确保两个单元同样能力来实现平衡。联盟的可能性在介绍额外的球员时改变了平衡的性质。实现平衡的一种方法是在岩石,剪刀,纸张样式方法之间使用代理之间的统治环路。本文调查了此类循环是否存在于现有的游戏战斗规则中。游戏单元的属性空间中的搜索过程用于识别现有游戏体系结构中的循环。优势指标用于识别通过明确的阈值实现胜利的循环。虽然更大的循环需要更多努力,但虽然需要更多的循环来展示最多5名玩家的周期。建议使用游戏播放模型和属性空间搜索作为平衡此格式的游戏的机制。

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