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Establishing Competitive Domination Cycles for Peer-to-peer Game Combat

conference contribution
posted on 2013-01-01, 00:00 authored by Owen MakinOwen Makin, Shaun BangayShaun Bangay
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

Event

International IEEE Consumer Electronic Society Games Innovation Conference (5th : 2013 : Vancouver, BC, Canada)

Pagination

1 - 5

Publisher

IEEE

Location

Vancouver, BC, Canada

Place of publication

New York, NY

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

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