206 research outputs found
Traditional Wisdom and Monte Carlo Tree Search Face-to-Face in the Card Game Scopone
We present the design of a competitive artificial intelligence for Scopone, a
popular Italian card game. We compare rule-based players using the most
established strategies (one for beginners and two for advanced players) against
players using Monte Carlo Tree Search (MCTS) and Information Set Monte Carlo
Tree Search (ISMCTS) with different reward functions and simulation strategies.
MCTS requires complete information about the game state and thus implements a
cheating player while ISMCTS can deal with incomplete information and thus
implements a fair player. Our results show that, as expected, the cheating MCTS
outperforms all the other strategies; ISMCTS is stronger than all the
rule-based players implementing well-known and most advanced strategies and it
also turns out to be a challenging opponent for human players.Comment: Preprint. Accepted for publication in the IEEE Transaction on Game
An Integrated Framework for AI Assisted Level Design in 2D Platformers
The design of video game levels is a complex and critical task. Levels need
to elicit fun and challenge while avoiding frustration at all costs. In this
paper, we present a framework to assist designers in the creation of levels for
2D platformers. Our framework provides designers with a toolbox (i) to create
2D platformer levels, (ii) to estimate the difficulty and probability of
success of single jump actions (the main mechanics of platformer games), and
(iii) a set of metrics to evaluate the difficulty and probability of completion
of entire levels. At the end, we present the results of a set of experiments we
carried out with human players to validate the metrics included in our
framework.Comment: Submitted to the IEEE Game Entertainment and Media Conference 201
ChatGPT and Other Large Language Models as Evolutionary Engines for Online Interactive Collaborative Game Design
Large language models (LLMs) have taken the scientific world by storm,
changing the landscape of natural language processing and human-computer
interaction. These powerful tools can answer complex questions and,
surprisingly, perform challenging creative tasks (e.g., generate code and
applications to solve problems, write stories, pieces of music, etc.). In this
paper, we present a collaborative game design framework that combines
interactive evolution and large language models to simulate the typical human
design process. We use the former to exploit users' feedback for selecting the
most promising ideas and large language models for a very complex creative task
- the recombination and variation of ideas. In our framework, the process
starts with a brief and a set of candidate designs, either generated using a
language model or proposed by the users. Next, users collaborate on the design
process by providing feedback to an interactive genetic algorithm that selects,
recombines, and mutates the most promising designs. We evaluated our framework
on three game design tasks with human designers who collaborated remotely.Comment: (Submitted
DOOM Level Generation using Generative Adversarial Networks
We applied Generative Adversarial Networks (GANs) to learn a model of DOOM
levels from human-designed content. Initially, we analysed the levels and
extracted several topological features. Then, for each level, we extracted a
set of images identifying the occupied area, the height map, the walls, and the
position of game objects. We trained two GANs: one using plain level images,
one using both the images and some of the features extracted during the
preliminary analysis. We used the two networks to generate new levels and
compared the results to assess whether the network trained using also the
topological features could generate levels more similar to human-designed ones.
Our results show that GANs can capture intrinsic structure of DOOM levels and
appears to be a promising approach to level generation in first person shooter
games
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