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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…
Game balancing is a longstanding challenge requiring repeated playtesting, expert intuition, and extensive manual tuning. We introduce RuleSmith, the first framework that achieves automated game balancing by leveraging the reasoning…
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 economy design significantly shapes the player experience and progression speed. Modern game economies are becoming increasingly complex and can be very sensitive to even minor numerical adjustments, which may have an unexpected impact…
Achieving optimal balance in games is essential to their success, yet reliant on extensive manual work and playtesting. To facilitate this process, the Procedural Content Generation via Reinforcement Learning (PCGRL) framework has recently…
This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem.…
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…
Balancing is, especially among players, a highly debated topic of video games. Whether a game is sufficiently balanced greatly influences its reception, player satisfaction, churn rates and success. Yet, conceptions about the definition of…
Balancing game difficulty in video games is a key task to create interesting gaming experiences for players. Mismatching the game difficulty and a player's skill or commitment results in frustration or boredom on the player's side, and…
In 2016, 2017, and 2018 at the IEEE Conference on Computational Intelligence in Games, the authors of this paper ran a competition for agents that can play classic text-based adventure games. This competition fills a gap in existing game AI…
As large language models (LLMs) continue to improve in reasoning and decision-making, there is a growing need for realistic and interactive environments where their abilities can be rigorously evaluated. We present VirtualEnv, a…
Automated game balancing has often focused on single-agent scenarios. In this paper we present a tool for balancing multi-player games during game design. Our approach requires a designer to construct an intuitive graphical representation…
Recent advances in deep reinforcement learning (RL) have demonstrated complex decision-making capabilities in simulation environments such as Arcade Learning Environment, MuJoCo, and ViZDoom. However, they are hardly extensible to more…
Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a…
A natural goal in multiagent learning besides finding equilibria is to learn rationalizable behavior, where players learn to avoid iteratively dominated actions. However, even in the basic setting of multiplayer general-sum games, existing…
The rapid growth of AI agent ecosystems is transforming how complex tasks are delegated and executed, creating a new challenge of identifying suitable agents for a given task. Unlike traditional tools, agent capabilities are often…
Recent advancements have expanded the role of Large Language Models in board games from playing agents to creative co-designers. However, a critical gap remains: current systems lack the capacity to offer constructive critique grounded in…
The advancement of data-driven artificial intelligence (AI), particularly machine learning, heavily depends on large-scale benchmarks. Despite remarkable progress across domains ranging from pattern recognition to intelligent…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
Artificial intelligence-based systems for player risk detection have become central to harm prevention efforts in the gambling industry. However, growing concerns around transparency and effectiveness have highlighted the absence of…