Related papers: Automated Playtesting of Matching Tile Games
Monte Carlo Tree Search (MCTS), most famously used in game-play artificial intelligence (e.g., the game of Go), is a well-known strategy for constructing approximate solutions to sequential decision problems. Its primary innovation is the…
Probabilistic timed automata are a suitable formalism to model systems with real-time, nondeterministic and probabilistic behaviour. We study two-player zero-sum games on such automata where the objective of the game is specified as the…
Multiple Artificial Intelligence (AI) methods have been proposed over recent years to create controllers to play multiple video games of different nature and complexity without revealing the specific mechanics of each of these games to the…
While AI systems have equaled or surpassed human performance in a wide variety of games such as Chess, Go, or Dota 2, describing these systems as truly "human-like" remains far-fetched. Despite their success, they fail to replicate the…
Traditional search algorithms have issues when applied to games of imperfect information where the number of possible underlying states and trajectories are very large. This challenge is particularly evident in trick-taking card games.…
Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. However, co-creative systems for game generation are typically…
Human-like agents are an increasingly important topic in games and beyond. Believable non-player characters enhance the gaming experience by improving immersion and providing entertainment. They also offer players the opportunity to engage…
Corrigibility of autonomous agents is an under explored part of system design, with previous work focusing on single agent systems. It has been suggested that uncertainty over the human preferences acts to keep the agents corrigible, even…
We present a Monte-Carlo simulation algorithm for real-time policy improvement of an adaptive controller. In the Monte-Carlo simulation, the long-term expected reward of each possible action is statistically measured, using the initial…
Automated game balancing has often focused on single-agent scenarios. In this paper we present a tool for balancing multi-player games during game design. Our approach requires a designer to construct an intuitive graphical representation…
Monte Carlo Tree Search (MCTS) has been extended to many imperfect information games. However, due to the added complexity that uncertainty introduces, these adaptations have not reached the same level of practical success as their perfect…
Iterative methods for computing matrix functions have been extensively studied and their convergence speed can be significantly improved with the right tuning of parameters and by mixing different iteration types. Handtuning the design…
Recent years, there has been growing interests in experience-driven procedural level generation. Various metrics have been formulated to model player experience and help generate personalised levels. In this work, we question whether…
The game interactions among individuals in nature are often uncertain and dynamically evolving, significantly influencing the persistence of cooperation. However, it remains a formidable challenge to effectively characterize these dynamic…
Many games are reliant on creating new and engaging content constantly to maintain the interest of their player-base. One such example are puzzle games, in such it is common to have a recurrent need to create new puzzles. Creating new…
This paper proposes using a linear function approximator, rather than a deep neural network (DNN), to bias a Monte Carlo tree search (MCTS) player for general games. This is unlikely to match the potential raw playing strength of DNNs, but…
The use of Artificial Intelligence (AI) for play-testing is still on the sidelines of main applications of AI in games compared to performance-oriented game-playing. One of the main purposes of play-testing a game is gathering data on the…
AlphaZero and its extension MuZero are computer programs that use machine-learning techniques to play at a superhuman level in chess, go, and a few other games. They achieved this level of play solely with reinforcement learning from…
Conversational recommender systems (CRS) have advanced with large language models, showing strong results in domains like movies. These domains typically involve fixed content and passive consumption, where user preferences can be matched…
Developing autonomous agents that can strategize and cooperate with humans under information asymmetry is challenging without effective communication in natural language. We introduce a shared-control game, where two players collectively…