Related papers: Monte-Carlo Tree Search for Simulation-based Strat…
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…
The complexity of computer games is ever increasing. In this setup, guiding an automated test algorithm to find a solution to solve a testing task in a game's huge interaction space is very challenging. Having a model of a system to…
Automated game design is the problem of automatically producing games through computational processes. Traditionally, these methods have relied on the authoring of search spaces by a designer, defining the space of all possible games for…
Optimizing numerical systems and mechanism design is crucial for enhancing player experience in Massively Multiplayer Online (MMO) games. Traditional optimization approaches rely on large-scale online experiments or parameter tuning over…
Many enhancements to Monte-Carlo Tree Search (MCTS) have been proposed over almost two decades of general game playing and other artificial intelligence research. However, our ability to characterise and understand which variants work well…
Recently, there have been several high-profile achievements of agents learning to play games against humans and beat them. In this paper, we study the problem of training intelligent agents in service of game development. Unlike the agents…
Persuasion games are fundamental in economics and AI research and serve as the basis for important applications. However, work on this setup assumes communication with stylized messages that do not consist of rich human language. In this…
Agent modelling involves considering how other agents will behave, in order to influence your own actions. In this paper, we explore the use of agent modelling in the hidden-information, collaborative card game Hanabi. We implement a number…
Game theory has been developed by scientists as a theory of strategic interaction among players who are supposed to be perfectly rational. These strategic interactions might have been presented in an auction, a business negotiation, a chess…
The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far…
Improving the decision-making capabilities of agents is a key challenge on the road to artificial intelligence. To improve the planning skills needed to make good decisions, MuZero's agent combines prediction by a network model and planning…
The human ability to learn rules and solve problems has been a central concern of cognitive science research since the field's earliest days. But we do not just follow rules and solve problems given to us by others: we modify those rules,…
Designers of autonomous agents, whether in physical or virtual environments, need to express nondeterminisim, failure, and parallelism in behaviors, as well as accounting for synchronous coordination between agents. Behavior Trees are a…
We present an algorithm that identifies the reasoning patterns of agents in a game, by iteratively examining the graph structure of its Multi-Agent Influence Diagram (MAID) representation. If the decision of an agent participates in no…
Automated game design is a rapidly growing area of research, yet many aspects of game design lie largely unexamined still, as most systems focus on two-dimensional games with clear objectives and goal-oriented gameplay. This paper describes…
In trick-taking card games, a two-step process of state sampling and evaluation is widely used to approximate move values. While the evaluation component is vital, the accuracy of move value estimates is also fundamentally linked to how…
The project's aim is to create an AI agent capable of selecting good actions in a game-playing domain called Battlespace. Sequential domains like Battlespace are important testbeds for planning problems, as such, the Department of Defense…
Autonomous artificial agents must be able to learn behaviors in complex environments without humans to design tasks and rewards. Designing these functions for each environment is not feasible, thus, motivating the development of intrinsic…
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…
Game theory provides an effective way to model strategic interactions among rational agents. In the context of formal verification, these ideas can be used to produce guarantees on the correctness of multi-agent systems, with a diverse…