Mapping hearthstone deck spaces through map-elites with sliding boundaries

MC Fontaine, S Lee, LB Soros… - Proceedings of The …, 2019 - dl.acm.org
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 …

AI-based playtesting of contemporary board games

F de Mesentier Silva, S Lee, J Togelius… - Proceedings of the 12th …, 2017 - dl.acm.org
Ticket to Ride is a popular contemporary board game for two to four players, featuring a
number of expansions with additional maps and tweaks to the core game mechanics. In this …

Data agent

MC Green, GAB Barros, A Liapis… - Proceedings of the 13th …, 2018 - dl.acm.org
This paper introduces DATA Agent, a system which creates murder mystery adventures from
open data. In the game, the player takes on the role of a detective tasked with finding the …

[PDF][PDF] Depth in strategic games

F Lantz, A Isaksen, A Jaffe, A Nealen… - Workshops at the Thirty …, 2017 - cdn.aaai.org
This paper explores the question of whether it's possible to discover a well-defined property
of game systems that corresponds to what game designers and players mean by the term …

The many ai challenges of hearthstone

AK Hoover, J Togelius, S Lee… - KI-Künstliche …, 2020 - Springer
Since the inception of artificial intelligence, games have benchmarked algorithmic
advances. Recent success in classic board games such as Chess and Go have left space …

" Press Space to Fire": Automatic Video Game Tutorial Generation

M Green, A Khalifa, G Barros, J Togellius - Proceedings of the AAAI …, 2017 - ojs.aaai.org
We propose the problem of tutorial generation for games, ie to generate tutorials which can
teach players to play games, as an AI problem. This problem can be approached in several …

Generating levels that teach mechanics

MC Green, A Khalifa, GAB Barros, A Nealen… - Proceedings of the 13th …, 2018 - dl.acm.org
The automatic generation of game tutorials is a challenging AI problem. While it is possible
to generate annotations and instructions that explain to the player how the game is played …

Exploring gameplay with AI agents

FDM Silva, I Borovikov, J Kolen, N Aghdaie… - Proceedings of the …, 2018 - ojs.aaai.org
The process of play testing a game is subjective, expensive and incomplete. In this paper,
we present a play-testing approach that explores the game space with automated agents …

Mixed-initiative approaches to on-device mobile game design

MJ Nelson, S Colton, EJ Powley, S Gaudl, P Ivey… - 2017 - pearl.plymouth.ac.uk
Playing casual games is a wildly popular activity on smartphones. However, designing
casual games is done by a smaller group of people, usually on desktop computers, using …

[PDF][PDF] AI as Evaluator: Search Driven Playtesting of Modern Board Games.

F de Mesentier Silva, S Lee, J Togelius, A Nealen - AAAI Workshops, 2017 - cdn.aaai.org
This paper presents a demonstration of how AI can be useful in the game design and
development process of a modern board game. By using an artificial intelligence algorithm …