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DC Field | Value | Language |
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dc.contributor.author | Holmgard, Christoffer | - |
dc.contributor.author | Cerny Green, Michael | - |
dc.contributor.author | Liapis, Antonios | - |
dc.contributor.author | Togelius, Julian | - |
dc.date.accessioned | 2019-10-11T06:22:17Z | - |
dc.date.available | 2019-10-11T06:22:17Z | - |
dc.date.issued | 2019 | - |
dc.identifier.citation | Holmgard, C., Cerny Green, M., Liapis, A., & Togelius, J. (2019). Automated playtesting with procedural personas through MCTS with evolved heuristics. IEEE Transactions on Games, 11(4), 352-362. | en_GB |
dc.identifier.uri | https://www.um.edu.mt/library/oar/handle/123456789/47265 | - |
dc.description.abstract | 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 personas. Theoretically grounded in psychological decision theory, procedural personas are implemented using a variation of Monte Carlo Tree Search (MCTS) where the node selection criteria are developed using evolutionary computation, replacing the standard UCB1 criterion of MCTS. Using these personas we demonstrate how generative player models can be applied to a varied corpus of game levels and demonstrate how different play styles can be enacted in each level. In short, we use artificially intelligent personas to construct synthetic playtesters. The proposed approach could be used as a tool for automatic play testing when human feedback is not readily available or when quick visualization of potential interactions is necessary. Possible applications include interactive tools during game development or procedural content generation systems where many evaluations must be conducted within a short time span. | en_GB |
dc.language.iso | en | en_GB |
dc.publisher | Institute of Electrical and Electronics Engineers | en_GB |
dc.rights | info:eu-repo/semantics/restrictedAccess | en_GB |
dc.subject | Application software -- Development | en_GB |
dc.subject | Computer games -- Design | en_GB |
dc.subject | Computer games -- Programming | en_GB |
dc.subject | Level design (Computer science) | en_GB |
dc.title | Automated playtesting with procedural personas through MCTS with evolved heuristics | en_GB |
dc.type | article | en_GB |
dc.rights.holder | The copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder. | en_GB |
dc.description.reviewed | peer-reviewed | en_GB |
dc.identifier.doi | 10.1109/TG.2018.2808198 | - |
dc.publication.title | IEEE Transactions on Games | en_GB |
Appears in Collections: | Scholarly Works - InsDG |
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