Related papers: Generating Diverse and Competitive Play-Styles for…
We propose the Interactive Constrained MAP-Elites, a quality-diversity solution for game content generation, implemented as a new feature of the Evolutionary Dungeon Designer: a mixed-initiative co-creativity tool for designing dungeons.…
In fighting games, individual players of the same skill level often exhibit distinct strategies from one another through their gameplay. Despite this, the majority of AI agents for fighting games have only a single strategy for each "level"…
Monte Carlo Tree Search (MCTS) is a branch of stochastic modeling that utilizes decision trees for optimization, mostly applied to artificial intelligence (AI) game players. This project imagines a game in which an AI player searches for a…
Advances in intelligent game playing agents have led to successes in perfect information games like Go and imperfect information games like Poker. The Information Set Monte Carlo Tree Search (ISMCTS) family of algorithms outperforms…
Evaluating deep multiagent reinforcement learning (MARL) algorithms is complicated by stochasticity in training and sensitivity of agent performance to the behavior of other agents. We propose a meta-game evaluation framework for deep MARL,…
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…
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…
Text-based games provide valuable environments for language-based autonomous agents. However, planning-then-learning paradigms, such as those combining Monte Carlo Tree Search (MCTS) and reinforcement learning (RL), are notably…
The quality of opponent Artificial Intelligence (AI) in fighting videogames is crucial. Some other game genres can rely on their story or visuals, but fighting games are all about the adversarial experience. In this paper, we will introduce…
Traditional search algorithms have issues when applied to games of imperfect information where the number of possible underlying states and trajectories are very large. This challenge is particularly evident in trick-taking card games.…
Standard planners for sequential decision making (including Monte Carlo planning, tree search, dynamic programming, etc.) are constrained by an implicit sequential planning assumption: The order in which a plan is constructed is the same in…
Reinforcement learning has achieved remarkable success in perfect information games such as Go and Atari, enabling agents to compete at the highest levels against human players. However, research in reinforcement learning for imperfect…
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…
Non-prehensile multi-object rearrangement is a robotic task of planning feasible paths and transferring multiple objects to their predefined target poses without grasping. It needs to consider how each object reaches the target and the…
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…
Evolutionary game theory is an abstract and simple, but very powerful way to model evolutionary dynamics. Even complex biological phenomena can sometimes be abstracted to simple two-player games. But often, the interaction between several…
Recently, many researchers have made successful progress in building the AI systems for MOBA-game-playing with deep reinforcement learning, such as on Dota 2 and Honor of Kings. Even though these AI systems have achieved or even exceeded…
In this article we propose a heuristic algorithm to explore search space trees associated with instances of combinatorial optimization problems. The algorithm is based on Monte Carlo tree search, a popular algorithm in game playing that is…
The diversity of agent behaviors is an important topic for the quality of video games and virtual environments in general. Offering the most compelling experience for users with different skills is a difficult task, and usually needs…
Digital collectible card games are not only a growing part of the video game industry, but also an interesting research area for the field of computational intelligence. This game genre allows researchers to deal with hidden information,…