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OverviewGame balance is no longer a matter of guesswork. It's a system. A signal. A feedback loop. Unity ML-Agents for Game Balance takes you behind the scenes of modern game development, where artificial intelligence quietly stress-tests levels, exposes hidden exploits, and tunes difficulty with machine precision. This book reveals how reinforcement learning can replace fragile manual QA with tireless, data-driven agents that play your game thousands of times faster than any human ever could. You'll learn how to design intelligent agents that don't just follow scripts-but observe, adapt, and break your game in ways real players will. From automated regression testing and economic simulation to adaptive difficulty and cooperative AI behavior, this book shows how to turn ML-Agents into a production-ready system that protects balance, stability, and player experience. Written for developers who want results-not theory-this is a practical guide to building games that scale in complexity without scaling QA costs. Clean architecture. Measurable outcomes. Future-proof design. Key Features- Automated playtesting using reinforcement learning - AI-driven regression testing that adapts to level changes - Data-backed difficulty tuning and progression balancing - Economic simulation for resource flow and monetization balance - Dynamic difficulty adjustment powered by live player metrics - Exploit discovery through reward-seeking agent behavior - Scalable training pipelines using parallel environments and cloud workflows 3. Why This Book Stands OutMost game AI books focus on NPC behavior. This one focuses on systems. Instead of scripting edge cases, you'll build agents that discover them for you. Instead of guessing balance, you'll measure it. The approach is production-oriented, technically grounded, and designed for real development constraints-small teams, limited QA budgets, and fast iteration cycles. This isn't experimental AI. It's practical machine learning applied where it matters most: shipping better games. Who This Book Is ForThis book is for Unity developers, technical designers, and indie or AA teams who want smarter testing, better balance, and fewer late-stage surprises. It's ideal for programmers ready to move beyond manual QA, designers curious about data-driven difficulty, and developers who want to integrate machine learning without becoming ML researchers. If you care about scalable workflows, resilient systems, and player-centric balance, this book was written for you. What You'll Gain- Replace manual playtesting with autonomous AI agents - Detect broken levels and physics regressions automatically - Balance difficulty using real performance data - Simulate player archetypes at scale - Identify exploits before players do - Build adaptive gameplay systems that feel natural - Ship more confidently with fewer blind spots Full Product DetailsAuthor: Finn ByersPublisher: Independently Published Imprint: Independently Published Dimensions: Width: 15.20cm , Height: 1.00cm , Length: 22.90cm Weight: 0.254kg ISBN: 9798261924807Pages: 186 Publication Date: 18 December 2025 Audience: General/trade , General Format: Paperback Publisher's Status: Active Availability: Available To Order We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately. Table of ContentsReviewsAuthor InformationTab Content 6Author Website:Countries AvailableAll regions |
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