Monte Carlo tree search: A review of recent modifications and applications
Abstract Monte Carlo Tree Search (MCTS) is a powerful approach to designing game-
playing bots or solving sequential decision problems. The method relies on intelligent tree …
playing bots or solving sequential decision problems. The method relies on intelligent tree …
Automated playtesting with procedural personas through MCTS with evolved heuristics
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 …
automatic testing of game content using archetypal player models called procedural …
Human-like playtesting with deep learning
We present an approach to learn and deploy human-like playtesting in computer games
based on deep learning from player data. We are able to learn and predict the most" human" …
based on deep learning from player data. We are able to learn and predict the most" human" …
Map** hearthstone deck spaces through map-elites with sliding boundaries
Quality diversity (QD) algorithms such as MAP-Elites have emerged as a powerful
alternative to traditional single-objective optimization methods. They were initially applied to …
alternative to traditional single-objective optimization methods. They were initially applied to …
Predicting mid-air interaction movements and fatigue using deep reinforcement learning
A common problem of mid-air interaction is excessive arm fatigue, known as the" Gorilla
arm" effect. To predict and prevent such problems at a low cost, we investigate user testing …
arm" effect. To predict and prevent such problems at a low cost, we investigate user testing …
Video game automated testing approaches: An assessment framework
A Albaghajati, M Ahmed - IEEE transactions on games, 2020 - ieeexplore.ieee.org
The video-game industry has recently grown from focused markets to mainstream. The
advancements the industry has been enjoying motivated researchers to propose techniques …
advancements the industry has been enjoying motivated researchers to propose techniques …
Dungeons & replicants II: automated game balancing across multiple difficulty dimensions via deep player behavior modeling
Video game testing has become a major investment of time, labor, and expense in the game
industry. Particularly the balancing of in-game units, characters, and classes can cause long …
industry. Particularly the balancing of in-game units, characters, and classes can cause long …
[PDF][PDF] Game Engine Learning from Video.
Intelligent agents need to be able to make predictions about their environment. In this work
we present a novel approach to learn a forward simulation model via simple search over …
we present a novel approach to learn a forward simulation model via simple search over …
Generating real-time strategy game units using search-based procedural content generation and monte carlo tree search
K Sorochan, M Guzdial - arxiv preprint arxiv:2212.03387, 2022 - arxiv.org
Real-Time Strategy (RTS) game unit generation is an unexplored area of Procedural
Content Generation (PCG) research, which leaves the question of how to automatically …
Content Generation (PCG) research, which leaves the question of how to automatically …
Review of intrinsic motivation in simulation-based game testing
This paper presents a review of intrinsic motivation in player modeling, with a focus on
simulation-based game testing. Modern AI agents can learn to win many games; from a …
simulation-based game testing. Modern AI agents can learn to win many games; from a …