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DC Field | Value | Language |
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dc.contributor.author | Cerny Green, Michael | - |
dc.contributor.author | Khalifa, Ahmed | - |
dc.contributor.author | Barros, Gabriella A. B. | - |
dc.contributor.author | Machado, Tiago | - |
dc.contributor.author | Togelius, Julian | - |
dc.date.accessioned | 2021-10-14T06:08:15Z | - |
dc.date.available | 2021-10-14T06:08:15Z | - |
dc.date.issued | 2020 | - |
dc.identifier.citation | Cerny Green, M., Khalifa, A., Barros, G. A. B., Machado, T., & Togelius, J. (2020). Automatic critical mechanic discovery using playtraces in video games. FDG '20: International Conference on the Foundations of Digital Games, Bugibba. | en_GB |
dc.identifier.uri | https://www.um.edu.mt/library/oar/handle/123456789/82104 | - |
dc.description.abstract | We present a new method of automatic critical mechanic discovery for video games using a combination of game description parsing and playtrace information. This method is applied to several games within the General Video Game Artificial Intelligence (GVG-AI) framework. In a user study, human-identified mechanics are compared against system-identified critical mechanics to verify alignment between humans and the system. The results of the study demonstrate that the new method is able to match humans with higher consistency than baseline. Our system is further validated by comparing MCTS agents augmented with critical mechanics and vanilla MCTS agents on 4 games from GVG-AI. Our new playtrace method shows a significant performance improvement over the baseline for all 4 tested games. The proposed method also shows either matched or improved performance over the old method, demonstrating that playtrace information is responsible for more complete critical mechanic discovery. | en_GB |
dc.language.iso | en | en_GB |
dc.publisher | Association for Computing Machinery | en_GB |
dc.rights | info:eu-repo/semantics/restrictedAccess | en_GB |
dc.subject | Computer games -- Design | en_GB |
dc.subject | Artificial intelligence | en_GB |
dc.subject | Machine learning | en_GB |
dc.subject | Human-computer interaction | en_GB |
dc.title | Automatic critical mechanic discovery using playtraces in video games | en_GB |
dc.type | conferenceObject | 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.bibliographicCitation.conferencename | FDG '20: International Conference on the Foundations of Digital Games | en_GB |
dc.bibliographicCitation.conferenceplace | Bugibba, Malta, 15-18/09/2020 | en_GB |
dc.description.reviewed | peer-reviewed | en_GB |
dc.identifier.doi | 10.1145/3402942.3402955 | - |
Appears in Collections: | Scholarly Works - InsDG |
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File | Description | Size | Format | |
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Automatic_critical_mechanic_discovery_using_playtraces_in_video_games_2020.pdf Restricted Access | 1.06 MB | Adobe PDF | View/Open Request a copy |
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