Related papers: Towards Objective Metrics for Procedurally Generat…
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"…
Generating a game is not the same as making one that can be played. Despite advances in code generation, existing approaches treat game generation as one-shot translation from prompt to artifact, leaving interaction-level failures…
Due to the difficulty of acquiring extensive real-world data, robot simulation has become crucial for parallel training and sim-to-real transfer, highlighting the importance of scalable simulated robotic tasks. Foundation models have…
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…
Response diversity has become an important criterion for evaluating the quality of open-domain dialogue generation models. However, current evaluation metrics for response diversity often fail to capture the semantic diversity of generated…
For many graph-related problems, it can be essential to have a set of structurally diverse graphs. For instance, such graphs can be used for testing graph algorithms or their neural approximations. However, to the best of our knowledge, the…
On playing video games, different players usually have their own playstyles. Recently, there have been great improvements for the video game AIs on the playing strength. However, past researches for analyzing the behaviors of players still…
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…
Distinct-$n$ score\cite{Li2016} is a widely used automatic metric for evaluating diversity in language generation tasks. However, we observed that the original approach for calculating distinct scores has evident biases that tend to assign…
The game industry is challenged to cope with increasing growth in demand and game complexity while maintaining acceptable quality standards for released games. Classic approaches solely depending on human efforts for quality assurance and…
We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate…
Video gaming streaming services are growing rapidly due to new services such as passive video streaming, e.g. Twitch.tv, and cloud gaming, e.g. Nvidia Geforce Now. In contrast to traditional video content, gaming content has special…
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…
Game development is an interdisciplinary concept that embraces artistic, software engineering, management, and business disciplines. This research facilitates a better understanding of important dimensions of digital game development…
Human-like agents are an increasingly important topic in games and beyond. Believable non-player characters enhance the gaming experience by improving immersion and providing entertainment. They also offer players the opportunity to engage…
Procedural Level Generation via Machine Learning (PLGML), the study of generating game levels with machine learning, has received a large amount of recent academic attention. For certain measures these approaches have shown success at…
Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to…
Designing effective game tutorials is crucial for a smooth learning curve for new players, especially in games with many rules and complex core mechanics. Evaluating the effectiveness of these tutorials usually requires multiple iterations…
The accurate and personalized estimation of task difficulty provides many opportunities for optimizing user experience. However, user diversity makes such difficulty estimation hard, in that empirical measurements from some user sample do…
In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, ``giving the feeling of being controlled by a player'', and outline the problem of its…