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Reinforcement learning combined with deep neural networks has performed remarkably well in many genres of games recently. It has surpassed human-level performance in fixed game environments and turn-based two player board games. However, to…
Search-based procedural content generation uses stochastic global optimization algorithms to search for game content. However, standard tree search algorithms can be competitive with evolution on some optimization problems. We investigate…
Optimization is ubiquitous in our daily lives. In the past, (sub-)optimal solutions to any problem have been derived by trial and error, sheer luck, or the expertise of knowledgeable individuals. In our contemporary age, there thankfully…
Constrained Markov games offer a formal mathematical framework for modeling multi-agent reinforcement learning problems where the behavior of the agents is subject to constraints. In this work, we focus on the recently introduced class of…
Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be…
Procedural Content Generation (PCG) is defined as the automatic creation of game content using algorithms. PCG has a long history in both the game industry and the academic world. It can increase player engagement and ease the work of game…
Adaptive training programs are crucial for recovery post stroke. However, developing programs that automatically adapt depends on quantifying how difficult a task is for a specific individual at a particular stage of their recovery. In this…
Video game level generation based on machine learning (ML), in particular, deep generative models, has attracted attention as a technique to automate level generation. However, applications of existing ML-based level generations are mostly…
Reinforcement learning algorithms can train agents that solve problems in complex, interesting environments. Normally, the complexity of the trained agent is closely related to the complexity of the environment. This suggests that a highly…
Text-based games(TBG) are complex environments which allow users or computer agents to make textual interactions and achieve game goals.In TBG agent design and training process, balancing the efficiency and performance of the agent models…
Humans can leverage hierarchical structures to split a task into sub-tasks and solve problems efficiently. Both imitation and reinforcement learning or a combination of them with hierarchical structures have been proven to be an efficient…
The Angry Birds AI competition has been held over many years to encourage the development of AI agents that can play Angry Birds game levels better than human players. Many different agents with various approaches have been employed over…
Serious games are widely used for learning and training across domains such as healthcare, defense, and education. Persistent challenges remain, however, including static scenario design, authoring bottlenecks, limited learner modeling, and…
Determining the completability of levels generated by procedural generators such as machine learning models can be challenging, as it can involve the use of solver agents that often require a significant amount of time to analyze and solve…
Modern AAA video games feature huge game levels and maps which are increasingly hard for level testers to cover exhaustively. As a result, games often ship with catastrophic bugs such as the player falling through the floor or being stuck…
Protecting against adversarial attacks is a common multiagent problem. Attackers in the real world are predominantly human actors, and the protection methods often incorporate opponent models to improve the performance when facing humans.…
We propose a novel method applicable in many scene understanding problems that adapts the Monte Carlo Tree Search (MCTS) algorithm, originally designed to learn to play games of high-state complexity. From a generated pool of proposals, our…
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…
Games often incorporate random elements in the form of dice or shuffled card decks. This randomness is a key contributor to the player experience and the variety of game situations encountered. There is a tension between a level of…
Automatic generation of level maps is a popular form of automatic content generation. In this study, a recently developed technique employing the {\em do what's possible} representation is used to create open-ended level maps. Generation of…