153 research outputs found
Procedural personas as critics for dungeon generation
This paper introduces a constrained optimization method which uses
procedural personas to evaluate the playability and quality of evolved dungeon
levels. Procedural personas represent archetypical player behaviors, and their
controllers have been evolved to maximize a specific utility which drives their
decisions. A “baseline” persona evaluates whether a level is playable by testing
if it can survive in a worst-case scenario of the playthrough. On the other hand, a
Monster Killer persona or a Treasure Collector persona evaluates playable levels
based on how many monsters it can kill or how many treasures it can collect, respectively.
Results show that the implemented two-population genetic algorithm
discovers playable levels quickly and reliably, while the different personas affect
the layout, difficulty level and tactical depth of the generated dungeons.The research was supported, in part, by the FP7 ICT project C2Learn (project no:
318480) and by the FP7 Marie Curie CIG project AutoGameDesign (project no: 630665).peer-reviewe
MiniDungeons 2 : an experimental game for capturing and modeling player decisions
This paper describes MiniDungeons 2 (MD2): a turn-based rogue-like game developed to support research in capturing and modeling player decision making processes through procedural personas and using such models as critics for procedural content generation. MD2 intends to provide a full-circle framework for collecting, modeling, simulating, and
producing content for player decision making styles.
The fully instrumented and telemetric game will soon be
made available to the public to be played on smart-phones
for the purpose of collecting as many play traces, representing as many different decision making styles, as possible.peer-reviewe
Monte-Carlo tree search for persona based player modeling
Is it possible to conduct player modeling without any players?
In this paper we use Monte-Carlo Tree Search-controlled
procedural personas to simulate a range of decision making
styles in the puzzle game MiniDungeons 2. The purpose is
to provide a method for synthetic play testing of game levels
with synthetic players based on designer intuition and experience.
Five personas are constructed, representing five different
decision making styles archetypal for the game. The personas
vary solely in the weights of decision-making utilities
that describe their valuation of a set affordances in MiniDungeons
2. By configuring these weights using designer expert
knowledge, and passing the configurations directly to the
MCTS algorithm, we make the personas exhibit a number of
distinct decision making and play styles.The research was supported, in part, by the FP7 ICT project
C2Learn (project no: 318480), the FP7 Marie Curie CIG
project AutoGameDesign (project no: 630665), and by the
Stibo Foundation Travel Bursary Grant for Global IT Talents.peer-reviewe
Refining the paradigm of sketching in AI-based level design
This paper describes computational processes which
can simulate how human designers sketch and then iteratively
refine their work. The paper uses the concept of a
map sketch as an initial, low-resolution and low-fidelity
prototype of a game level, and suggests how such map
sketches can be refined computationally. Different case
studies with map sketches of different genres showcase
how refinement can be achieved via increasing the resolution
of the game level, increasing the fidelity of the
function which evaluates it, or a combination of the two.
While these case studies use genetic algorithms to automatically
generate levels at different degrees of refinement,
the general method described in this paper can be
used with most procedural generation methods, as well
as for AI-assisted design alongside a human creator.The research was supported, in part, by the FP7 ICT projects
C2Learn (project no: 318480) and ILearnRW (project no:
318803), and by the FP7 Marie Curie CIG project Auto-
GameDesign (project no: 630665).peer-reviewe
Evolving missions to create game spaces
This paper describes a search-based generative
method which creates game levels by evolving the intended
sequence of player actions rather than their spatial layout. The
proposed approach evolves graphs where nodes representing
player actions are linked to form one or more ways in which
a mission can be completed. Initially simple graphs containing
the mission’s starting and ending nodes are evolved via mutation
operators which expand and prune the graph topology. Evolution
is guided by several objective functions which capture game
design patterns such as exploration or balance; experiments
in this paper explore how these objective functions and their
combinations affect the quality and diversity of the evolved
mission graphs.peer-reviewe
Interactive Evolution and Exploration within Latent Level-Design Space of Generative Adversarial Networks
Generative Adversarial Networks (GANs) are an emerging form of indirect
encoding. The GAN is trained to induce a latent space on training data, and a
real-valued evolutionary algorithm can search that latent space. Such Latent
Variable Evolution (LVE) has recently been applied to game levels. However, it
is hard for objective scores to capture level features that are appealing to
players. Therefore, this paper introduces a tool for interactive LVE of
tile-based levels for games. The tool also allows for direct exploration of the
latent dimensions, and allows users to play discovered levels. The tool works
for a variety of GAN models trained for both Super Mario Bros. and The Legend
of Zelda, and is easily generalizable to other games. A user study shows that
both the evolution and latent space exploration features are appreciated, with
a slight preference for direct exploration, but combining these features allows
users to discover even better levels. User feedback also indicates how this
system could eventually grow into a commercial design tool, with the addition
of a few enhancements.Comment: GECCO 202
ANALYSIS OF ARTIFICIAL INTELLIGENCE APPLICATIONS FOR AUTOMATED TESTING OF VIDEO GAMES
Game testing is a software testing process for quality control in video games. Game environments, sometimes called levels or maps, are complex and interactive systems. These environments can include level geometry, interactive entities, player and non-player controllable characters etc. Depending on the number and complexity of levels, testing them by hand may take a considerable effort. This is especially true for video games with procedurally generated levels that are automatically created using a specifically designed algorithm. A single change in a procedural generation algorithm can alter all of the video game levels, and they will have to be retested to ensure they are still completable or meet any other requirements of the game. This task may be suitable for automation, in particular using Artificial Intelligence (AI). The goal of this paper is to explore the most promising and up-to-date research on AI applications for video game testing to serve as a reference for anyone starting in the field
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