Related papers: Automated Playtesting of Matching Tile Games
How coperation between self-interested individuals evolve is a crucial problem, both in biology and in social sciences, that is far from being well understood. Evolutionary game theory is a useful approach to this issue. The simplest model…
Recent advancements in deep reinforcement learning have brought forth an impressive display of highly skilled artificial agents capable of complex intelligent behavior. In video games, these artificial agents are increasingly deployed as…
In Massively Multiplayer Online Role-Playing Games (MMORPGs), auto-leveling bots exploit automated programs to level up characters at scale, undermining gameplay balance and fairness. Detecting such bots is challenging, not only because…
We construct a model of social behaviour through the dynamics of interacting agents. The agents undergo game-theoretic interactions where each agent can decide to lend support to particular other agents or otherwise, and agents are rewarded…
In this work we investigate whether it is plausible to use the performance of a reinforcement learning (RL) agent to estimate the difficulty measured as the player completion rate of different levels in the mobile puzzle game Lily's…
Reachability games are two-player games played on a graph, where the objective of $\texttt{REACH}$ player is to reach the target set whereas the objective of $\texttt{SAFE}$ player is to stay away from the target set. Reachability games…
Many poker systems, whether created with heuristics or machine learning, rely on the probability of winning as a key input. However calculating the precise probability using combinatorics is an intractable problem, so instead we approximate…
Monte Carlo tree search (MCTS) is extremely popular in computer Go which determines each action by enormous simulations in a broad and deep search tree. However, human experts select most actions by pattern analysis and careful evaluation…
In multi-agent settings, game theory is a natural framework for describing the strategic interactions of agents whose objectives depend upon one another's behavior. Trajectory games capture these complex effects by design. In competitive…
We study the complexity of a particular class of board games, which we call `slide and merge' games. Namely, we consider 2048 and Threes, which are among the most popular games of their type. In both games, the player is required to slide…
Modern video games are complex, non-deterministic systems that are difficult to test automatically at scale. Although prior work shows that personality-driven Large Language Model (LLM) agents can improve behavioural diversity and test…
Monte Carlo Tree Search (MCTS) algorithms perform simulation-based search to improve policies online. During search, the simulation policy is adapted to explore the most promising lines of play. MCTS has been used by state-of-the-art…
Coordination and cooperation between humans and autonomous agents in cooperative games raises interesting questions of human decision making and behaviour changes. Here we report our findings from a group formation game in a small-world…
The balancing process for game levels in a competitive two-player context involves a lot of manual work and testing, particularly in non-symmetrical game levels. In this paper, we propose an architecture for automated balancing of…
A mathematical model for behavioral changes by pair interactions (i.e. due to direct contact) of individuals is developed. Three kinds of pair interactions can be distinguished: Imitative processes, avoidance processes, and compromising…
In 2016, 2017, and 2018 at the IEEE Conference on Computational Intelligence in Games, the authors of this paper ran a competition for agents that can play classic text-based adventure games. This competition fills a gap in existing game AI…
Matching games naturally generalize assignment games, a well-known class of cooperative games. Interest in matching games has grown recently due to some breakthrough results and new applications. This state-of-the-art survey provides an…
Artificial agents are increasingly central to complex interactions and decision-making tasks, yet aligning their behaviors with desired human values remains an open challenge. In this work, we investigate how human-like personality traits…
Modern video games are becoming richer and more complex in terms of game mechanics. This complexity allows for the emergence of a wide variety of ways to play the game across the players. From the point of view of the game designer, this…
In this paper, we present a method for automated persona-driven video game tutorial level generation. Tutorial levels are scenarios in which the player can explore and discover different rules and game mechanics. Procedural personas can…