When using genetic algorithms for game enemy balancing, implement constraint mechanisms to prevent NPCs from having simultaneously maxed-out stats (such as both high attack and high defense), which would create unbalanced 'overpowered' enemies that break the intended trade-off system where high speed means low attack, high attack means low defense, and high defense means low speed.
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I need help balancing my GameAdded:
Stop scrolling. I need advice on balancing my enemy NPCs. I'm trying to make a tower defense game. I plan to make the NPCs adapt to the player. Every NPC has the stat speed, defense, and attack. I want the NPCs to get debuffs based on their main stat. If an NPC has high defense, then it has low speed.
High speed means low attack, and high attack means low defense. The problem is that I use a genetic algorithm, which means there's a chance that an NPC will have maxed out attack and defense.
Basically, you'll get Top Kamimura from Sakamoto Days. If you know how I can prevent that, please leave a comment.
Anyway,
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