中文
相关论文

相关论文: Automated Playtesting of Matching Tile Games

200 篇论文

Chess has long been a testbed for AI's quest to match human intelligence, and in recent years, chess AI systems have surpassed the strongest humans at the game. However, these systems are not human-aligned; they are unable to match the…

机器学习 · 计算机科学 2024-10-08 Yiming Zhang , Athul Paul Jacob , Vivian Lai , Daniel Fried , Daphne Ippolito

Artificial intelligence (AI) has achieved superhuman performance in board games such as Go, chess, and Othello (Reversi). In other words, the AI system surpasses the level of a strong human expert player in such games. In this context, it…

机器学习 · 计算机科学 2022-09-21 Kazuhisa Fujita

We integrate dual-process theories of human cognition with evolutionary game theory to study the evolution of automatic and controlled decision-making processes. We introduce a model where agents who make decisions using either automatic or…

Human computation games (HCGs) can provide novel solutions to intractable computational problems, help enable scientific breakthroughs, and provide datasets for artificial intelligence. However, our knowledge about how to design and deploy…

人机交互 · 计算机科学 2017-03-03 Kristin Siu , Matthew Guzdial , Mark O. Riedl

Video-game players generate huge amounts of data, as everything they do within a game is recorded. In particular, among all the stored actions and behaviors, there is information on the in-game purchases of virtual products. Such…

机器学习 · 统计学 2018-11-29 Paul Bertens , Anna Guitart , Pei Pei Chen , África Periáñez

This paper introduces Monte Carlo *-Minimax Search (MCMS), a Monte Carlo search algorithm for turned-based, stochastic, two-player, zero-sum games of perfect information. The algorithm is designed for the class of of densely stochastic…

计算机科学与博弈论 · 计算机科学 2013-04-23 Marc Lanctot , Abdallah Saffidine , Joel Veness , Christopher Archibald , Mark H. M. Winands

Exploration is a key part of many video games. We investigate the using an exploratory agent to provide feedback on the design of procedurally generated game levels, 5 engaging levels and 5 unengaging levels. We expand upon a framework…

人工智能 · 计算机科学 2024-09-05 Bobby Khaleque , Mike Cook , Jeremy Gow

Multi-agent simulations are versatile tools for exploring interactions among natural and artificial agents, but their development typically demands domain expertise and manual effort. This work introduces the Generative Agents for…

人工智能 · 计算机科学 2025-05-30 Agnieszka Mensfelt , Kostas Stathis , Vince Trencsenyi

We conducted a laboratory experiment involving human subjects to test the theoretical hypothesis that equilibrium selection can be impacted by manipulating the games dynamics process, by using modern control theory. Our findings indicate…

综合经济学 · 经济学 2024-11-12 Wang Zhijian , Shan Lixia , Yao Qinmei , Wang Yijia

Strength estimation and adjustment are crucial in designing human-AI interactions, particularly in games where AI surpasses human players. This paper introduces a novel strength system, including a strength estimator (SE) and an SE-based…

人工智能 · 计算机科学 2025-03-24 Chun Jung Chen , Chung-Chin Shih , Ti-Rong Wu

We study tree games developed recently by Matteo Mio as a game interpretation of the probabilistic $\mu$-calculus. With expressive power comes complexity. Mio showed that tree games are able to encode Blackwell games and, consequently, are…

计算机科学中的逻辑 · 计算机科学 2014-08-28 Marcin Przybyłko

Algorithms for model checking and satisfiability of the modal $\mu$-calculus start by converting formulas to alternating parity tree automata. Thus, model checking is reduced to checking acceptance by tree automata and satisfiability to…

计算机科学中的逻辑 · 计算机科学 2022-08-24 Daniel Hausmann , Nir Piterman

Self-play, a learning paradigm where agents iteratively refine their policies by interacting with historical or concurrent versions of themselves or other evolving agents, has shown remarkable success in solving complex non-cooperative…

人工智能 · 计算机科学 2025-10-21 Ruize Zhang , Zelai Xu , Chengdong Ma , Chao Yu , Wei-Wei Tu , Wenhao Tang , Shiyu Huang , Deheng Ye , Wenbo Ding , Yaodong Yang , Yu Wang

In many problem settings, most notably in game playing, an agent receives a possibly delayed reward for its actions. Often, those rewards are handcrafted and not naturally given. Even simple terminal-only rewards, like winning equals 1 and…

人工智能 · 计算机科学 2020-12-09 Tobias Joppen , Johannes Fürnkranz

Few classical games have been regarded as such significant benchmarks of artificial intelligence as to have justified training costs in the millions of dollars. Among these, Stratego -- a board wargame exemplifying the challenge of…

机器学习 · 计算机科学 2025-11-11 Samuel Sokota , Eugene Vinitsky , Hengyuan Hu , J. Zico Kolter , Gabriele Farina

Proficient game agents with diverse play styles enrich the gaming experience and enhance the replay value of games. However, recent advancements in game AI based on reinforcement learning have predominantly focused on improving proficiency,…

人工智能 · 计算机科学 2025-09-23 Lingfeng Li , Yunlong Lu , Yongyi Wang , Wenxin Li

A human-centered robot needs to reason about the cognitive limitation and potential irrationality of its human partner to achieve seamless interactions. This paper proposes an anytime game-theoretic planner that integrates iterative…

机器人学 · 计算机科学 2021-09-28 Ran Tian , Liting Sun , Masayoshi Tomizuka , David Isele

Expert Iteration (ExIt) is an effective framework for learning game-playing policies from self-play. ExIt involves training a policy to mimic the search behaviour of a tree search algorithm - such as Monte-Carlo tree search - and using the…

机器学习 · 计算机科学 2020-06-02 Dennis J. N. J. Soemers , Éric Piette , Matthew Stephenson , Cameron Browne

To this day, a variety of approaches for providing local interpretability of black-box machine learning models have been introduced. Unfortunately, all of these methods suffer from one or more of the following deficiencies: They are either…

机器学习 · 计算机科学 2022-03-08 Yiran Huang , Nicole Schaal , Michael Hefenbrock , Yexu Zhou , Till Riedel , Likun Fang , Michael Beigl

With increasing interest in procedural content generation by academia and game developers alike, it is vital that different approaches can be compared fairly. However, evaluating procedurally generated video game levels is often difficult,…

人工智能 · 计算机科学 2024-10-28 Michael Beukman , Steven James , Christopher Cleghorn
‹ 上一页 1 8 9 10 下一页 ›