Related papers: Automatic Critical Mechanic Discovery Using Playtr…
We present a new concept called Game Mechanic Alignment theory as a way to organize game mechanics through the lens of systemic rewards and agential motivations. By disentangling player and systemic influences, mechanics may be better…
In this paper, we present a new methodology that employs tester agents to automate video game testing. We introduce two types of agents -synthetic and human-like- and two distinct approaches to create them. Our agents are derived from…
As modern video games become increasingly complex, traditional manual testing methods are proving costly and inefficient, limiting the ability to ensure high-quality game experiences. While advancements in Artificial Intelligence (AI) offer…
This paper proposes a novel deep reinforcement learning algorithm to perform automatic analysis and detection of gameplay issues in complex 3D navigation environments. The Curiosity-Conditioned Proximal Trajectories (CCPT) method combines…
Machine playtesting tools and game moment search engines require exposure to the diversity of a game's state space if they are to report on or index the most interesting moments of possible play. Meanwhile, mobile app distribution services…
This paper presents a novel approach to automated playtesting for the prediction of human player behavior and experience. It has previously been demonstrated that Deep Reinforcement Learning (DRL) game-playing agents can predict both game…
This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas. Theoretically grounded in psychological decision theory,…
As the complexity and scope of games increase, game testing, also called playtesting, becomes an essential activity to ensure the quality of video games. Yet, the manual, ad-hoc nature of game testing leaves space for automation. In this…
This paper introduces an information-theoretic method for selecting a subset of problems which gives the most information about a group of problem-solving algorithms. This method was tested on the games in the General Video Game AI (GVGAI)…
General Video Game Playing (GVGP) is a field of Artificial Intelligence where agents play a variety of real-time video games that are unknown in advance. This limits the use of domain-specific heuristics. Monte-Carlo Tree Search (MCTS) is a…
In spite of advances in gaming hardware and software, gameplay is often tainted with graphics errors, glitches, and screen artifacts. This proof of concept study presents a machine learning approach for automated detection of graphics…
Matching tile games are an extremely popular game genre. Arguably the most popular iteration, Match-3 games, are simple to understand puzzle games, making them great benchmarks for research. In this paper, we propose developing different…
General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the…
In this paper, we study the effects of several Monte Carlo Tree Search (MCTS) modifications for video game testing. Although MCTS modifications are highly studied in game playing, their impacts on finding bugs are blank. We focused on bug…
Image- and video-based 3D human recovery (i.e., pose and shape estimation) have achieved substantial progress. However, due to the prohibitive cost of motion capture, existing datasets are often limited in scale and diversity. In this work,…
Game designers use human playtesting to gather feedback about game design elements when iteratively improving a game. Playtesting, however, is expensive: human testers must be recruited, playtest results must be aggregated and interpreted,…
The increasing complexity of gameplay mechanisms in modern video games is leading to the emergence of a wider range of ways to play games. The variety of possible play-styles needs to be anticipated by designers, through automated tests.…
Similarity estimation is essential for many game AI applications, from the procedural generation of distinct assets to automated exploration with game-playing agents. While similarity metrics often substitute human evaluation, their…
Classic evaluation methods of believable agents are time-consuming because they involve many human to judge agents. They are well suited to validate work on new believable behaviours models. However, during the implementation, numerous…
AI-controlled characters in fighting games are expected to possess reasonably high skills and behave in a believable, human-like manner, exhibiting a diversity of play styles and strategies. Thus, the development of fighting game AI…