Game Item Balance Evaluation Using Expected-Value Simulation
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Solution Overview
Problem
Existing game development processes fail to effectively simulate and balance item acquisition and consumption dynamics before launch, leading to unbalanced games and potentially low sales.
Innovation Solution
A method that calculates the expected value of item acquisition and consumption based on player actions and visualizes the balance of items using a computer, allowing for comprehensive parameter adjustments before the game's release.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If detailed play assumptions are created for each content (quest, event, etc.), then simulation accuracy is improved, but time consumption and labor intensity increase significantly
Solution Approach 1:
The patent segments the game content into standardized categories (quests, events, dungeons) and creates play assumptions at this categorical level rather than for each individual content item. This allows the system to handle diverse content types through a unified framework, reducing the number of detailed simulations needed while maintaining accuracy through category-specific parameter sets.
Solution Approach 2:
The patent develops a universal simulation framework that can evaluate multiple content types (quests, events, dungeons) using the same play assumption creation process. The system uses a single master file structure that accommodates all content types, allowing one set of simulation logic to serve multiple evaluation purposes without requiring separate detailed assumptions for each content type.
2Measurement precision
If separate calculations are performed for acquisition amount and consumption amount of items, then balance evaluation accuracy is improved, but calculation time and complexity increase
Solution Approach 1:
The patent merges the acquisition and consumption calculation processes into a unified simulation framework. By combining both aspects in a single evaluation process rather than separate calculations, the system achieves comprehensive balance evaluation while reducing overall computational complexity through integrated processing logic.
3Reliability
If simulations are performed for all contents before game release, then parameter balance is improved, but development time increases significantly
Solution Approach 1:
The patent creates play assumptions and establishes simulation frameworks in advance during the design phase, before actual game content is fully developed. By preparing the evaluation infrastructure and parameter sets beforehand, the system can quickly assess balance issues without requiring extensive post-development simulation time.
4Measurement precision
If multiple different simulation logics are used for different games and contents, then simulation accuracy for specific cases is improved, but overall process complexity and labor intensity increase
Solution Approach 1:
The patent achieves simulation accuracy for diverse games and contents by dynamically adjusting parameter values within a unified simulation framework, rather than creating different simulation logics for each case. The system uses a single master file structure where parameter settings can be modified to match different game types and content requirements, maintaining consistency in the simulation process while adapting to specific scenarios through parameter configuration.
Data Source
AI summary
The present disclosure relates to a game evaluation method, evaluation device, and evaluation program. With the game evaluation method according to the present disclosure, a computer is caused to execute: (A) a step of calculating, when a player takes action, the multiplication of an expected value for acquiring and consuming each item by the presumed number of times of the action taken by the player, on the basis of parameters in a master; and (B) a step of visualizing the balance of each item on the basis of the result of the multiplication.


