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Difficulty is one of the key drivers of player engagement and it is often one of the aspects that designers tweak most to optimise the player experience; operationalising it is, therefore, a crucial task for game development studios. A…
Kingdomino is introduced as an interesting game for studying game playing: the game is multiplayer (4 independent players per game); it has a limited game depth (13 moves per player); and it has limited but not insignificant interaction…
Training and education in human-centered fields require authentic practice, yet realistic simulations of human behavior have remained limited. We present a multi-agent psychological simulation system that models internal cognitive-affective…
Recent advances in artificial intelligence have been strongly driven by the use of game environments for training and evaluating agents. Games are often accessible and versatile, with well-defined state-transitions and goals allowing for…
Video-game players generate huge amounts of data, as everything they do within a game is recorded. In particular, among all the stored actions and behaviors, there is information on the in-game purchases of virtual products. Such…
Simulation is a crucial component of any robotic system. In order to simulate correctly, we need to write complex rules of the environment: how dynamic agents behave, and how the actions of each of the agents affect the behavior of others.…
We consider strategic games that are inspired by Schelling's model of residential segregation. In our model, the agents are partitioned into k types and need to select locations on an undirected graph. Agents can be either stubborn, in…
We initiate the study of structured Stackelberg games, a novel form of strategic interaction between a leader and a follower where contextual information can be predictive of the follower's (unknown) type. Motivated by applications such as…
Designing a financial market that works well is very important for developing and maintaining an advanced economy, but is not easy because changing detailed rules, even ones that seem trivial, sometimes causes unexpected large impacts and…
The balancing process for game levels in competitive two-player contexts involves a lot of manual work and testing, particularly for non-symmetrical game levels. In this work, we frame game balancing as a procedural content generation task…
Computer games are very challenging to handle for traditional automated testing algorithms. In this paper we will look at intelligent agents as a solution. Agents are suitable for testing games, since they are reactive and able to reason…
Game dynamics structure (e.g., endogenous cycle motion) in human subjects game experiments can be predicted by game dynamics theory. However, whether the structure can be controlled by mechanism design to a desired goal is not known. Here,…
As modern games continue growing both in size and complexity, it has become more challenging to ensure that all the relevant content is tested and that any potential issue is properly identified and fixed. Attempting to maximize testing…
This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. Text-based computer games describe their world to the player through natural language and…
Strategic diversity is often essential in games: in multi-player games, for example, evaluating a player against a diverse set of strategies will yield a more accurate estimate of its performance. Furthermore, in games with…
LLM-driven multi-agent-based simulations have been gaining traction with applications in game-theoretic and social simulations. While most implementations seek to exploit or evaluate LLM-agentic reasoning, they often do so with a weak…
We investigate the impact of supervised prediction models on the strength and efficiency of artificial agents that use the Monte-Carlo Tree Search (MCTS) algorithm to play a popular video game Hearthstone: Heroes of Warcraft. We overview…
We present a pilot study on crea.blender, a novel co-creative game designed for large-scale, systematic assessment of distinct constructs of human creativity. Co-creative systems are systems in which humans and computers (often with Machine…
Text-based games are suitable test-beds for designing agents that can learn by interaction with the environment in the form of natural language text. Very recently, deep reinforcement learning based agents have been successfully applied for…
Autonomous and learning agents increasingly participate in markets - setting prices, placing bids, ordering inventory. Such agents are not just aiming to optimize in an uncertain environment; they are making decisions in a game-theoretical…