The popularity of online gaming has grown dramatically, driven in part by streaming and the billion-dollar e-sports industry. Online games regularly update their software to fix bugs, add functionality that improve the game's look and feel, and change the game mechanics to keep the games fun and challenging. An open question, however, is the impact of these changes on player performance and game balance, as well as how players adapt to these sudden changes. To address these questions, we use causal inference to measure the impact of software patches to League of Legends, a popular team-based multiplayer online game. We show that game patches have substantially different impacts on players depending on their skill level and whether they take breaks between games. We find that the gap between good and bad players increases after a patch, despite efforts to make gameplay more equal. Moreover, longer between-game breaks tend to improve player performance after patches. Overall, our results highlight the utility of causal inference, and specifically heterogeneous treatment effect estimation, as a tool to quantify the complex mechanisms of game balance and its interplay with players' performance.
翻译:在线赌博的受欢迎程度已经大幅提高, 部分受流流和10亿美元电子体育产业驱动。 在线游戏定期更新软件以修补错误, 增加功能来改善游戏的外观和感觉, 并改变游戏机理来保持游戏的乐趣和挑战性。 然而,一个尚未解决的问题是这些变化对玩家表现和游戏平衡的影响, 以及玩家如何适应这些突然变化。 为了解决这些问题, 我们使用因果推论来衡量软件补丁对以团队为基础的多玩家在线游戏联盟的影响。 我们显示, 游戏补丁对玩家的影响大不相同, 取决于他们的技能水平, 以及他们是否在游戏间断开。 我们发现, 尽管努力让游戏游戏更加平等, 但好玩家和坏家之间的差距会拉大。 此外, 更长时间的游戏间断裂会提高玩家在补丁之后的表现。 总之, 我们的结果突出了因果推断的效用, 特别是不同待遇效果估测, 以此来量化游戏平衡的复杂机制及其与玩家性能的相互作用。