Modelling game economy with neo4j Oredev

Yan Cui
Yan CuiSpeaker at Self
Modelling game economy
with Neo4j
Hi, my name is Yan Cui
aka @theburningmonk
noSQL = MongoDB
stole
from
loves
loves
enemy
enemy A Good Man
Goes to War
appeared in
appeared in
appeared in
appeared in
Victory of
the Daleks
appeared in
appeared in
companion
companion
enemy appeared in
appeared in
stole
from
loves
loves
enemy
enemy A Good Man
Goes to War
appeared in
appeared in
appeared in
appeared in
Victory of
the Daleks
appeared in
appeared in
companion
companion
enemy appeared in
appeared in
planet
prop
species
species
species
character
character
character
episode
episode
Leonhard Euler
invented Graph Theory
in 1736,
275 years before
Edgar Codd formulated
the relational model
Seven Bridges of Königsberg
Find a walk through the city that would cross
each bridge once and only once.
Seven Bridges of Königsberg
Eliminate features to leave just the land masses
and the bridges.
Seven Bridges of Königsberg
Land masses became vertices, and bridges
became edges.
Modelling game economy with neo4j Oredev
location
Modelling game economy with neo4j Oredev
Modelling game economy with neo4j Oredev
Modelling game economy with neo4j Oredev
500+ Spots
location
episodic
Season 1 London
Season 2 Nan Jing
location
episodic
multi-player
herebemonstersgame.com
iPad
buddies
location
episodic
multi-player
RPG
4000 Items
800 Recipes
Modelling game economy with neo4j Oredev
1500+ Quests
Modelling game economy with neo4j Oredev
100+ Monsters
Modelling game economy with neo4j Oredev
Modelling game economy with neo4j Oredev
game
balancing
item
Pricing
item
Pricing
item
Pricing
item
Pricing
I’ll just change this one thing…
Modelling game economy with neo4j Oredev
manual game
balancing is SLOW
it is REPETITIVE
ERROR-PRONE
SUBJECTIVE
there must be a
better way...
Hello, Neo4j
The rabbit hole sounds pretty good right about now!
BIGFOOT
catching
location bait
attraction rate
catch rate
as a graph in Neo4j
Bigfoot
Alice Lake
exists_in
Alluring Goat
can_attract
Bigfoot Toenail Clippings
Musket-teer Trap
loots
can_catch
Omar Lake
exists_in
Bigfoot
Alice Lake
exists_in
Alluring Goat
can_attract
Bigfoot Toenail Clippings
Musket-teer Trap
loots
can_catch
Omar Lake
exists_in
Strength = 502
Speed = 201
Intelligence = 184
Strength = 420
Speed = 210
Technology = 240
Bigfoot
Alice Lake
exists_in
Alluring Goat
can_attract
Bigfoot Toenail Clippings
Musket-teer Trap
loots
can_catch
Omar Lake
exists_in
CatchRate = 0.774
Bigfoot
Alice Lake
exists_in
Alluring Goat
can_attract
Bigfoot Toenail Clippings
Musket-teer Trap
loots
can_catch
Omar Lake
exists_in
Buy Price = 20BN
Sell Price = 482 Gold
Sellable = true
…
Bigfoot
Alice Lake
exists_in
Alluring Goat
can_attract
Bigfoot Toenail Clippings
Musket-teer Trap
loots
can_catch
Omar Lake
exists_in
DropRate = 0.1
Bigfoot
Alice Lake
exists_in
Alluring Goat
can_attract
Bigfoot Toenail Clippings
Musket-teer Trap
loots
can_catch
Omar Lake
exists_in
Bigfoot
Alice Lake
exists_in
Alluring Goat
can_attract
Bigfoot Toenail Clippings
Musket-teer Trap
loots
can_catch
Omar Lake
exists_in
Yowie
Yeti
can_catch
can_catch
Apprentice’s Workshop
can_make
Goat
Honey
Yeti Fur
requires
loots
makes
Alluring Goat Recipe
requires requires
Beeswax
loots
Bee Hive
harvests
McDonald’s Farm
sells
loots
Goat’s Milk
harvests
London
exists_in
Peryton Fawn Decoy Recipe
requires
Peryton Fawn Decoy
makes
Bigfoot
Alice Lake
exists_in
Alluring Goat
can_attract
Bigfoot Toenail Clippings
Musket-teer Trap
loots
can_catch
Omar Lake
exists_in
Yowie
Yeti
can_catch
can_catch
Apprentice’s Workshop
can_make
Goat
Honey
Yeti Fur
requires
loots
makes
Alluring Goat Recipe
requires requires
Beeswax
loots
Bee Hive
harvests
McDonald’s Farm
sells
loots
Goat’s Milk
harvests
London
exists_in
Peryton Fawn Decoy Recipe
requires
Peryton Fawn Decoy
makes
Bigfoot
Alice Lake
exists_in
Alluring Goat
can_attract
Bigfoot Toenail Clippings
Musket-teer Trap
loots
can_catch
Omar Lake
exists_in
Yowie
Yeti
can_catch
can_catch
Apprentice’s Workshop
can_make
Goat
Honey
Yeti Fur
requires
loots
makes
Alluring Goat Recipe
requires requires
Beeswax
loots
Bee Hive
harvests
McDonald’s Farm
sells
loots
Goat’s Milk
harvests
London
exists_in
Peryton Fawn Decoy Recipe
requires
Peryton Fawn Decoy
makes
Bigfoot
Alice Lake
exists_in
Alluring Goat
can_attract
Bigfoot Toenail Clippings
Musket-teer Trap
loots
can_catch
Omar Lake
exists_in
Yowie
Yeti
can_catch
can_catch
Apprentice’s Workshop
can_make
Goat
Honey
Yeti Fur
requires
loots
makes
Alluring Goat Recipe
requires requires
Beeswax
loots
Bee Hive
harvests
McDonald’s Farm
sells
loots
Goat’s Milk
harvests
London
exists_in
Peryton Fawn Decoy Recipe
requires
Peryton Fawn Decoy
makes
Modelling game economy with neo4j Oredev
Modelling game economy with neo4j Oredev
Modelling game economy with neo4j Oredev
game
balancing
(revisited)
impact analysis
What’s the
impact of upping
the price of
“White Bread”?
CRAFTS
RECIPE
ITEMITEM
IS_USED_IN
MATCH
(wb:BaseItem { Name:"White Bread"})
-[rel:CRAFTS | IS_USED_IN*1..]
->(i:BaseItem)
RETURN i, rel, wb
MATCH
(wb:BaseItem { Name:"White Bread"})
-[rel:CRAFTS | IS_USED_IN*1..]
->(i:BaseItem)
RETURN i, rel, wb
Node-[rel]->Node
CRAFTS
RECIPE ITEMITEM
IS_USED_IN
Node-[rel]->Node
MATCH
(wb:BaseItem { Name:"White Bread"})
-[rel:CRAFTS | IS_USED_IN*1..]
->(i:BaseItem)
RETURN i, rel, wb
MATCH
(wb:BaseItem { Name:"White Bread"})
-[rel:CRAFTS | IS_USED_IN*1..]
->(i:BaseItem)
RETURN i, rel, wb
MATCH
(wb:BaseItem { Name:"White Bread"})
-[rel:CRAFTS | IS_USED_IN*1..]
->(i:BaseItem)
RETURN i, rel, wb
MATCH
(wb:BaseItem { Name:"White Bread"})
-[rel:CRAFTS | IS_USED_IN*1..]
->(i:BaseItem)
RETURN i, rel, wb
MATCH
(wb:BaseItem { Name:"White Bread"})
-[rel:CRAFTS | IS_USED_IN*1..]
->(i:BaseItem)
RETURN i, rel, wb
Modelling game economy with neo4j Oredev
RECIPE
White Bread
IS_USED_IN
ITEM
CRAFTS
MONSTERATTRACTS
RECIPE
IS_USED_IN
ITEM
CRAFTS
ITEM
LOOTS
RECIPE
IS_USED_IN
ITEM
CRAFTS
IS_USED_IN
RECIPE
IS_USED_IN
CRAFTS
RECIPE
White Bread
IS_USED_IN
ITEM
CRAFTS
MONSTERATTRACTS
RECIPE
IS_USED_IN
ITEM
CRAFTS
ITEM
LOOTS
RECIPE
IS_USED_IN
ITEM
CRAFTS
IS_USED_IN
RECIPE
IS_USED_IN
CRAFTS
MATCH
(wb:BaseItem { Name:"White Bread"})
-[rel:CRAFTS | IS_USED_IN*1..]
->(i:BaseItem)
RETURN i, rel, wb
RECIPE
White Bread
IS_USED_IN
ITEM
CRAFTS
MONSTERATTRACTS
RECIPE
IS_USED_IN
ITEM
CRAFTS
ITEM
LOOTS
RECIPE
IS_USED_IN
ITEM
CRAFTS
IS_USED_IN
RECIPE
IS_USED_IN
CRAFTS
RECIPE
White Bread
IS_USED_IN
ITEM
CRAFTS
MONSTERATTRACTS
RECIPE
IS_USED_IN
ITEM
CRAFTS
ITEM
LOOTS
RECIPE
IS_USED_IN
ITEM
CRAFTS
IS_USED_IN
RECIPE
IS_USED_IN
CRAFTS
RECIPE
White Bread
IS_USED_IN
ITEM
CRAFTS
MONSTERATTRACTS
RECIPE
IS_USED_IN
ITEM
CRAFTS
ITEM
LOOTS
RECIPE
IS_USED_IN
ITEM
CRAFTS
IS_USED_IN
RECIPE
IS_USED_IN
CRAFTS
RECIPE
White Bread
IS_USED_IN
ITEM
CRAFTS
MONSTERATTRACTS
RECIPE
IS_USED_IN
ITEM
CRAFTS
ITEM
LOOTS
RECIPE
IS_USED_IN
ITEM
CRAFTS
IS_USED_IN
RECIPE
IS_USED_IN
CRAFTS
scarcity analysis
How scarce is
“Durian”
compared to
“Dragonfruit”?
EXISTS_IN
FRUIT TREE
SPOTFRUIT
FORAGES
MATCH
(fruit)<-[:FORAGES]-(tree)
-[:EXISTS_IN]->(spot)
WHERE
fruit.Name=‘Durian’ OR
fruit.Name=‘Dragonfruit’
RETURN fruit, tree, spot
MATCH
(fruit)<-[:FORAGES]-(tree)
-[:EXISTS_IN]->(spot)
WHERE
fruit.Name=‘Durian’ OR
fruit.Name=‘Dragonfruit’
RETURN fruit, tree, spot
Node<-[r1]-Node-[r2]->Node
EXISTS_IN
FRUIT TREE SPOTFRUIT
FORAGES
Node<-[r1]-Node-[r2]->Node
MATCH
(fruit)<-[:FORAGES]-(tree)
-[:EXISTS_IN]->(spot)
WHERE
fruit.Name=‘Durian’ OR
fruit.Name=‘Dragonfruit’
RETURN fruit, tree, spot
Modelling game economy with neo4j Oredev
Modelling game economy with neo4j Oredev
Modelling game economy with neo4j Oredev
quest lines
AWARDS
QUEST
ITEMITEM
REQUIRES
UNLOCKS
What quests
come after “Year
of the Horse”?
MATCH
(q1:Quest { Name: “Year of the Horse” })
-[:UNLOCKS]
->(q2:Quest)
RETURN q1, q2
Modelling game economy with neo4j Oredev
Modelling game economy with neo4j Oredev
How do you
model quest
progression?
1. Price Items
2. Enrich Model
3. “Price” Quests
monster hierarchy
Catch me first.
No, catch ME first.
IS_USED_IN
CAN_ATTRACT
ITEMMONSTER
LOOTS
RECIPE
CRAFTSITEMMONSTER
MATCH
(monster1:Monster)-[:LOOTS]->(loot)
-[r:IS_USED_IN | CRAFTS*0..]->(bait)
-[:CAN_ATTRACT]->(monster2)
RETURN monster1, monster2
MATCH
(monster1:Monster)-[:LOOTS]->(loot)
-[r:IS_USED_IN | CRAFTS*0..]->(bait)
-[:CAN_ATTRACT]->(monster2)
RETURN monster1, monster2
Modelling game economy with neo4j Oredev
Monster 1Monster 2
Quest 1 Quest 2
Unlocks
Unlocks
Monster 1Monster 2
Quest 1 Quest 2
Unlocks
Unlocks
Requires Requires
successful
catch
= loot + gold
∑(Bait Price * Attraction Rate)
Input = Output
( ∑(Loot Price * Drop Rate) + Gold )
* Success Rate
IS_USED_IN
CAN_ATTRACT
ITEMMONSTER
LOOTS
RECIPE
CRAFTSITEMMONSTER
NEW monster
= More competitor for bait
= Lower attraction rate for
all monsters
getting data into
NEO4J
Modelling game economy with neo4j Oredev
version control
Game Design data
allow multi-user editing
GitFlow
- branching strategy for Git
- used by all our developers
Publisher
- Validate
- Localize
- Publish
Publisher
Flash iOS Server Neo4j
test data changes in
isolation
preview changes on live
auto-tuning
trapping stats
genetic algorithms
(in F#)
Modelling game economy with neo4j Oredev
Modelling game economy with neo4j Oredev
Modelling game economy with neo4j Oredev
Modelling game economy with neo4j Oredev
Modelling game economy with neo4j Oredev
graphdatabases.com
bit.ly/1cmf7h1
@theburningmonk
theburningmonk.com
github.com/theburningmonk
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