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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…
This paper introduces MazeBase: an environment for simple 2D games, designed as a sandbox for machine learning approaches to reasoning and planning. Within it, we create 10 simple games embodying a range of algorithmic tasks (e.g. if-then…
This paper describes an architecture for controlling non-player characters (NPC) in the First Person Shooter (FPS) game Unreal Tournament 2004. Specifically, the DRE-Bot architecture is made up of three reinforcement learners, Danger,…
In decentralized systems, it is often necessary to select an 'active' subset of participants from the total participant pool, with the goal of satisfying computational limitations or optimizing resource efficiency. This selection can…
Creating and evaluating games manually is an arduous and laborious task. Procedural content generation can aid by creating game artifacts, but usually not an entire game. Evolutionary game design, which combines evolutionary algorithms with…
Descartes is a tool that implements extreme mutation operators and aims at finding pseudo-tested methods in Java projects. It leverages the efficient transformation and runtime features of PIT. The demonstration compares Descartes with…
We propose mechanisms for a mathematical social-choice game that is designed to mediate decision-making processes for city planning, urban area redevelopment, and architectural design (massing) of urban housing complexes. The proposed game…
Most approaches to deep reinforcement learning (DRL) attempt to solve a single task at a time. As a result, most existing research benchmarks consist of individual games or suites of games that have common interfaces but little overlap in…
Procedural content generation for games is a growing trend in both research and industry, even though there is no consensus of how good content looks, nor how to automatically evaluate it. A number of metrics have been developed in the…
We present Mortar, a system for autonomously evolving game mechanics for automatic game design. Game mechanics define the rules and interactions that govern gameplay, and designing them manually is a time-consuming and expert-driven…
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,…
This paper presents a simulation testbed developed for testing and demonstration of decentralized control algorithms designed for multi-agent systems. Aimed at bridging a gap between theory and practical deployment of such algorithms, this…
Hattrick is a free web-based probabilistic football manager game with over 200,000 users competing for titles at national and international levels. Launched in Sweden in 1997 as part of an MSc project, the game's slow-paced design has…
Combining complementary imaging modalities is critical to build reliable 3D coronary models: intravascular imaging gives sub-millimetre resolution but limited whole-vessel context, while CCTA supplies 3D geometry but suffers from limited…
Deck building is a crucial component in playing Collectible Card Games (CCGs). The goal of deck building is to choose a fixed-sized subset of cards from a large card pool, so that they work well together in-game against specific opponents.…
We study strategic interaction in data-driven games where players face uncertainty about payoff distributions inferred from finite samples. To model calibrated attitudes toward such uncertainty, we formulate distributionally robust games…
Decision Support Systems (DSS) play a crucial role in enabling non-expert designers to explore complex, performance-driven design spaces. This paper presents a gamified decision-making framework that integrates game engines with real-time…
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…
Deterministic replay is a method for allowing complex multitasking real-time systems to be debugged using standard interactive debuggers. Even though several replay techniques have been proposed for parallel, multi-tasking and real-time…
We study linear quadratic dynamic games where players are uncertain about each other's control policies or goals and consequently seek to be strategically robust. Building on recent work on strategically robust and risk-averse game theory,…