用多智能体大模型自动调优游戏平衡,省去人工反复测试。
RuleSmith: Multi-Agent LLMs for Automated Game Balancing
- 多智能体大模型模拟玩家行为,结合贝叶斯优化搜索规则参数空间。
- 在CivMini游戏中实现高平衡度配置,胜率差异低于5%。
- 生成的调整建议可直接用于实际游戏系统,结果可解释。
游戏平衡是长期挑战,需反复测试、专家直觉和大量手动调参。我们提出RuleSmith,首个利用多智能体大模型推理能力实现自动化游戏平衡的框架。它结合游戏引擎、多智能体大模型自对弈,以及在多维规则空间上的贝叶斯优化。以简化版文明类游戏CivMini为原型,包含异质派系、经济系统、生产规则与战斗机制,均由可调参数控制。大模型智能体解析文本规则书与游戏状态,生成动作并快速评估胜率差异等平衡指标。为高效搜索参数空间,引入基于采集函数的自适应采样与离散投影:高潜力候选参数获得更多对弈评估以精准判断,探索性候选则少量评估以提高效率。实验表明,RuleSmith能收敛至高度平衡配置,且提供可直接应用于下游系统的可解释规则调整。结果表明,大模型仿真可作为复杂多智能体环境中设计与平衡的高效代理。
原文摘要 · Abstract (English)
Game balancing is a longstanding challenge requiring repeated playtesting, expert intuition, and extensive manual tuning. We introduce RuleSmith, the first framework that achieves automated game balancing by leveraging the reasoning capabilities of multi-agent LLMs. It couples a game engine, multi-agent LLMs self-play, and Bayesian optimization operating over a multi-dimensional rule space. As a proof of concept, we instantiate RuleSmith on CivMini, a simplified civilization-style game containing heterogeneous factions, economy systems, production rules, and combat mechanics, all governed by tunable parameters. LLM agents interpret textual rulebooks and game states to generate actions, to conduct fast evaluation of balance metrics such as win-rate disparities. To search the parameter landscape efficiently, we integrate Bayesian optimization with acquisition-based adaptive sampling and discrete projection: promising candidates receive more evaluation games for accurate assessment, while exploratory candidates receive fewer games for efficient exploration. Experiments show that RuleSmith converges to highly balanced configurations and provides interpretable rule adjustments that can be directly applied to downstream game systems. Our results illustrate that LLM simulation can serve as a powerful surrogate for automating design and balancing in complex multi-agent environments.
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