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Florian Rupp

Publications and source records attributed to Florian Rupp.

11 recordsLinked to original sources

Toxicity in Twitch Chats: An LLM-Based Analysis Across Gaming Communities

Toxicity in online gaming communities remains a persistent challenge, manifesting across genres, platforms, and player interactions. While much research is focused on in-game toxicity, less is known about how toxic behavior varies between gaming communities on streaming platforms. To address this shortcoming, we analyze approximately 20 million chat messages from 4,452 streams, spanning seven game genres on Twitch. We categorize messages according to Twitch's toxicity taxonomy with a pre-trained Large Language Model using zero-shot classification. The taxonomy comprises four categories and eight subclasses, including harassment, discrimination, sexual content, and profanity. Our approach achieves an F1 score of 94.5% on the TextDetox dataset and demonstrates human-model agreement comparable to inter-human agreement. Our analysis reveals that 2.4% of all messages are classified as toxic, with notable differences across genres: streams of MOBA games exhibit the highest relative rate of toxicity (3.2%), and sports games show the lowest rate (2%). Furthermore, results indicate that individual games differ significantly in their toxicity distributions, even within genres, suggesting the existence of game-specific community norms and mechanics that shape toxic behavior beyond genre-level effects. These findings offer empirical insights into genre- and game-specific toxicity patterns on Twitch and can inform more targeted moderation strategies for gaming communities.

cs.CL

Deceptive Game Design? Investigating the Impact of Visual Card Style on Player Perception

The visual style of game elements considerably contributes to the overall experience. Aesthetics influence player appeal, while the abilities of game pieces define their in-game functionality. In this paper, we investigate how the visual style of collectible cards influences the players' perception of the card's actual strength in the game. Using the popular trading card game Magic: The Gathering, we conduct a single-blind survey study that examines how players perceive the strength of AI-generated cards that are shown in two contrasting visual styles: cute and harmless, or heroic and mighty. Our analysis reveals that some participants are influenced by a card's visual appearance when judging its in-game strength. Overall, differences in style perception are normally distributed around a neutral center, but individual participants vary in both directions: some generally perceive the cute style to be stronger, whereas others believe that the heroic style is better.

cs.HC

Level the Level: Balancing Game Levels for Asymmetric Player Archetypes With Reinforcement Learning

Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to asymmetric player archetypes, where the disparity in abilities is balanced entirely through the level design. For instance, while one archetype may have an advantage over another, both should have an equal chance of winning. We therefore conceptualize game balancing as a procedural content generation problem and build on and extend a recently introduced method that uses reinforcement learning to balance tile-based game levels. We evaluate the method on four different player archetypes and demonstrate its ability to balance a larger proportion of levels compared to two baseline approaches. Furthermore, our results indicate that as the disparity between player archetypes increases, the required number of training steps grows, while the model's accuracy in achieving balance decreases.

cs.LG

Simulation-Driven Balancing of Competitive Game Levels with Reinforcement Learning

The balancing process for game levels in competitive two-player contexts involves a lot of manual work and testing, particularly for non-symmetrical game levels. In this work, we frame game balancing as a procedural content generation task and propose an architecture for automatically balancing of tile-based levels within the PCGRL framework (procedural content generation via reinforcement learning). Our architecture is divided into three parts: (1) a level generator, (2) a balancing agent, and (3) a reward modeling simulation. Through repeated simulations, the balancing agent receives rewards for adjusting the level towards a given balancing objective, such as equal win rates for all players. To this end, we propose new swap-based representations to improve the robustness of playability, thereby enabling agents to balance game levels more effectively and quickly compared to traditional PCGRL. By analyzing the agent's swapping behavior, we can infer which tile types have the most impact on the balance. We validate our approach in the Neural MMO (NMMO) environment in a competitive two-player scenario. In this extended conference paper, we present improved results, explore the applicability of the method to various forms of balancing beyond equal balancing, compare the performance to another search-based approach, and discuss the application of existing fairness metrics to game balancing.

cs.LG

Unveiling the Decision-Making Process in Reinforcement Learning with Genetic Programming

Despite tremendous progress, machine learning and deep learning still suffer from incomprehensible predictions. Incomprehensibility, however, is not an option for the use of (deep) reinforcement learning in the real world, as unpredictable actions can seriously harm the involved individuals. In this work, we propose a genetic programming framework to generate explanations for the decision-making process of already trained agents by imitating them with programs. Programs are interpretable and can be executed to generate explanations of why the agent chooses a particular action. Furthermore, we conduct an ablation study that investigates how extending the domain-specific language by using library learning alters the performance of the method. We compare our results with the previous state of the art for this problem and show that we are comparable in performance but require much less hardware resources and computation time.

cs.AI

It might be balanced, but is it actually good? An Empirical Evaluation of Game Level Balancing

Achieving optimal balance in games is essential to their success, yet reliant on extensive manual work and playtesting. To facilitate this process, the Procedural Content Generation via Reinforcement Learning (PCGRL) framework has recently been effectively used to improve the balance of existing game levels. This approach, however, only assesses balance heuristically, neglecting actual human perception. For this reason, this work presents a survey to empirically evaluate the created content paired with human playtesting. Participants in four different scenarios are asked about their perception of changes made to the level both before and after balancing, and vice versa. Based on descriptive and statistical analysis, our findings indicate that the PCGRL-based balancing positively influences players' perceived balance for most scenarios, albeit with differences in aspects of the balancing between scenarios.

cs.HC

G-PCGRL: Procedural Graph Data Generation via Reinforcement Learning

Graph data structures offer a versatile and powerful means to model relationships and interconnections in various domains, promising substantial advantages in data representation, analysis, and visualization. In games, graph-based data structures are omnipresent and represent, for example, game economies, skill trees or complex, branching quest lines. With this paper, we propose G-PCGRL, a novel and controllable method for the procedural generation of graph data using reinforcement learning. Therefore, we frame this problem as manipulating a graph's adjacency matrix to fulfill a given set of constraints. Our method adapts and extends the Procedural Content Generation via Reinforcement Learning (PCGRL) framework and introduces new representations to frame the problem of graph data generation as a Markov decision process. We compare the performance of our method with the original PCGRL, the run time with a random search and evolutionary algorithm, and evaluate G-PCGRL on two graph data domains in games: game economies and skill trees. The results show that our method is capable of generating graph-based content quickly and reliably to support and inspire designers in the game creation process. In addition, trained models are controllable in terms of the type and number of nodes to be generated.

cs.LG

GEEvo: Game Economy Generation and Balancing with Evolutionary Algorithms

Game economy design significantly shapes the player experience and progression speed. Modern game economies are becoming increasingly complex and can be very sensitive to even minor numerical adjustments, which may have an unexpected impact on the overall gaming experience. Consequently, thorough manual testing and fine-tuning during development are essential. Unlike existing works that address algorithmic balancing for specific games or genres, this work adopts a more abstract approach, focusing on game balancing through its economy, detached from a specific game. We propose GEEvo (Game Economy Evolution), a framework to generate graph-based game economies and balancing both, newly generated or existing economies. GEEvo uses a two-step approach where evolutionary algorithms are used to first generate an economy and then balance it based on specified objectives, such as generated resources or damage dealt over time. We define different objectives by differently parameterizing the fitness function using data from multiple simulation runs of the economy. To support this, we define a lightweight and flexible game economy simulation framework. Our method is tested and benchmarked with various balancing objectives on a generated dataset, and we conduct a case study evaluating damage balancing for two fictional economies of two popular game character classes.

cs.NE

Balancing of competitive two-player Game Levels with Reinforcement Learning

The balancing process for game levels in a competitive two-player context involves a lot of manual work and testing, particularly in non-symmetrical game levels. In this paper, we propose an architecture for automated balancing of tile-based levels within the recently introduced PCGRL framework (procedural content generation via reinforcement learning). Our architecture is divided into three parts: (1) a level generator, (2) a balancing agent and, (3) a reward modeling simulation. By playing the level in a simulation repeatedly, the balancing agent is rewarded for modifying it towards the same win rates for all players. To this end, we introduce a novel family of swap-based representations to increase robustness towards playability. We show that this approach is capable to teach an agent how to alter a level for balancing better and faster than plain PCGRL. In addition, by analyzing the agent's swapping behavior, we can draw conclusions about which tile types influence the balancing most. We test and show our results using the Neural MMO (NMMO) environment in a competitive two-player setting.

cs.LG

Easy and complex: new perspectives for metadata modeling using RDF-star and Named Graphs

The Resource Description Framework is well-established as a lingua franca for data modeling and is designed to integrate heterogeneous data at instance and schema level using statements. While RDF is conceptually simple, data models nevertheless get complex, when complex data needs to be represented. Additional levels of indirection with intermediate resources instead of simple properties lead to higher barriers for prospective users of the data. Based on three patterns, we argue that shifting information to a meta-level can not only be used to (1) provide provenance information, but can also help to (2) maintain backwards compatibility for existing models, and to (3) reduce the complexity of a data model. There are, however, multiple ways in RDF to use a meta-level, i.e., to provide additional statements about statements. With Named Graphs, there exists a well-established mechanism to describe groups of statements. Since its inception, however, it has been hard to make statements about single statements. With the introduction of RDF-star, a new way to provide data about single statements is now available. We show that the combination of RDF-star and Named Graphs is a viable solution to express data on a meta-level and propose that this meta-level should be used as first class citizen in data modeling.

cs.DB

How the 'Auction Cube' Supports the Selection of Auction Designs in Industrial Procurement

It is well known that rightly applied reverse auctions offer big commercial potential to procurement departments. However, the sheer number of auction types often overwhelms users in practice. And since the implications of a wrongly chosen auction type are equally well known, the overall usage of reverse auctions lacks its potential significantly. In this paper, a novel method is being proposed that guides the user in selecting the right combination of basic auction forms for single lot events, considering both market-, as well as supplier-related, bijective criteria.

econ.GN