Evolution in Level Balance

Kiddnils

L3: Member
Sep 2, 2011
140
224
So a few days ago I saw a movie about evolution. There was a experiement with 2 platforms that could rotate. The scientists tried to find the best rotation for getting the same side of a coin. They rotated the two platform every round 5 degrees and throw the coins until they got the best results. It's really hard for me to explain.

Anyways I thought about involving "Evolution" in Level Design for improving Balance. Imagine that we have a big brush in the middle of our map and we want to find the best position for it. So our already existing programm would move the block a few units and run 3 rounds with bots until the block is "balanced".

Silly idea don't take it too serious. I just wanted to throw it in for discussion.
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
Level design kinda already works like this. Only kinda.

You have the first alpha "intelligently designed", then that gets playtested. Stuff that works stays (natural selection) and stuff that doesn't gets fixed or removed. Stuff is also added to fill niches.

It's more creatiolution (portmanteau of creation and evolution) than evolution, but it's still kinda interesting.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
That's why you have multiple alphas and betas, yes. The thing in level design is that quality isn't absolutely objective, there is plenty of leeway for acceptable solutions.
 

henke37

aa
Sep 23, 2011
2,075
515
And remember, evolution is about adapting to the current environment. If that environment is only bots then you may not get a good solution for human players.