Phenry Ewing: A Million Little Players: Monte Carlo Simulations for Game Design @roguelikecelebration
Phenry Ewing: A Million Little Players: Monte Carlo Simulations for Game Design  @roguelikecelebration
Uploaded November 2022 | Updated September 2026, 2 days ago
This will be a fun & gentle, but hopefully immediately useful, introduction to Monte Carlo simulations. I'll draw from my experiences using them in various design capacities, such as:

•Coding a simple sim to analyze an existing physical game (Mafia/Werewolf) to understand its balance and improve how it's played
•Writing a bot to play a huge, sprawling visual novel game (Neo Cab) to explore every nook and cranny of the story, finding dead content, balancing the in-game economy, and fixing dead ends we didn't know we had.
•Combining real user research data from thousands of playerson an in-development trivia game (Cat Burglar) with Monte Carlo techniques to translate a loose creative goal into a fine-tuned, robust difficulty curve that works for potentially millions of players at different skill levels.

Lead-in music generated by Sonat Uzun.
Phenry Ewing: A Million Little Players: Monte Carlo Simulations for Game DesignEverest Pipkin-The Fortunate Isles-Fragment Worlds, Walled Gardens & the games that are played thereYounès Rabii - Pokemon Glitch - Story of A Roguelike With No AuthorDavid Brevik - Fireside Chat (The Making of Diablo)Kes - Hunting the Asphynx: Roguelikes, Provenance, and YouGeorge Moromisato - Love Letter to NethackSébastien deepnight Benard - Mixing hand-crafted content with procgen to achieve qualityMark Johnson - Generating Riddles for a Generated WorldDustin Freeman: Simulating History as You’re Living Through ItStephen G. Ware - Planning and Replanning Structured Adaptive Stories: 25 Years of HistoryPaul Hembree- Coordinate Systems as a Resource for Music GenerationSonat Uzun: Procedural Music of Tea Garden
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Phenry Ewing: A Million Little Players: Monte Carlo Simulations for Game Design

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