General video game ai: A multitrack framework for evaluating agents, games, and content generation algorithms

D Perez-Liebana, J Liu, A Khalifa… - IEEE Transactions …, 2019 - ieeexplore.ieee.org
General video game playing aims at designing an agent that is capable of playing multiple
video games with no human intervention. In 2014, the General Video Game Artificial …

[图书][B] Artificial intelligence and games

GN Yannakakis, J Togelius - 2018 - Springer
Georgios N. Yannakakis Julian Togelius Page 1 Artificial Intelligence and Games Georgios N.
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …

Procedural content generation via machine learning (PCGML)

A Summerville, S Snodgrass, M Guzdial… - IEEE Transactions …, 2018 - ieeexplore.ieee.org
This survey explores procedural content generation via machine learning (PCGML), defined
as the generation of game content using machine learning models trained on existing …

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 …

Demonstrating the feasibility of automatic game balancing

V Volz, G Rudolph, B Naujoks - Proceedings of the Genetic and …, 2016 - dl.acm.org
Game balancing is an important part of the (computer) game design process, in which
designers adapt a game prototype so that the resulting gameplay is as entertaining as …

Exploring the hearthstone deck space

A Bhatt, S Lee, F de Mesentier Silva… - Proceedings of the 13th …, 2018 - dl.acm.org
A significant issue in game balancing is understanding the game itself. For simple games
end-to-end optimization approaches can help explore the game's design space, but for more …

The n-tuple bandit evolutionary algorithm for automatic game improvement

K Kunanusont, RD Gaina, J Liu… - 2017 IEEE Congress …, 2017 - ieeexplore.ieee.org
This paper describes a new evolutionary algorithm that is especially well suited to AI-
Assisted Game Design. The approach adopted in this paper is to use observations of AI …

Evolving game skill-depth using general video game ai agents

J Liu, J Togelius, D Pérez-Liébana… - 2017 IEEE Congress …, 2017 - ieeexplore.ieee.org
Most games have, or can be generalised to have, a number of parameters that may be
varied in order to provide instances of games that lead to very different player experiences …

Nature of arcade games

Y Gao, C Liu, N Gao, MNA Khalid, H Iida - Entertainment Computing, 2022 - Elsevier
An arcade game is one of the earliest forms of electronic entertainment in the history of
modern video games. Although arcade games have simple rules, people retain their interest …