Pablo Gutiérrez-Sánchez;Marco A. Gómez-Martín;Pedro A. González-Calero;Pedro P. Gómez-Martín
In video games, the validation of design specifications throughout the development process poses a major challenge as the project grows in complexity and scale and purely manual testing becomes very costly. This article proposes a new approach to design validation regression testing based on a reinforcement learning technique guided by tasks expressed in a formal logic specification language (truncated linear temporal logic) and the progress made in completing these tasks. This requires no prior knowledge of machine learning to train testing bots, is naturally interpretable and debuggable, and produces dense reward functions without the need for reward shaping. We investigate the validity of our strategy by comparing it to an imitation baseline in experiments organized around three use cases of typical scenarios in commercial video games on a 3-D stealth testing environment created in unity. For each scenario, we analyze the agents' reactivity to modifications in common assets to accommodate design needs in other sections of the game, and their ability to report unexpected gameplay variations. Our experiments demonstrate the practicality of our approach for training bots to conduct automated regression testing in complex video game settings.
{"title":"A Progress-Based Algorithm for Interpretable Reinforcement Learning in Regression Testing","authors":"Pablo Gutiérrez-Sánchez;Marco A. Gómez-Martín;Pedro A. González-Calero;Pedro P. Gómez-Martín","doi":"10.1109/TG.2024.3426601","DOIUrl":"10.1109/TG.2024.3426601","url":null,"abstract":"In video games, the validation of design specifications throughout the development process poses a major challenge as the project grows in complexity and scale and purely manual testing becomes very costly. This article proposes a new approach to design validation regression testing based on a reinforcement learning technique guided by tasks expressed in a formal logic specification language (truncated linear temporal logic) and the progress made in completing these tasks. This requires no prior knowledge of machine learning to train testing bots, is naturally interpretable and debuggable, and produces dense reward functions without the need for reward shaping. We investigate the validity of our strategy by comparing it to an imitation baseline in experiments organized around three use cases of typical scenarios in commercial video games on a 3-D stealth testing environment created in unity. For each scenario, we analyze the agents' reactivity to modifications in common assets to accommodate design needs in other sections of the game, and their ability to report unexpected gameplay variations. Our experiments demonstrate the practicality of our approach for training bots to conduct automated regression testing in complex video game settings.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 4","pages":"844-853"},"PeriodicalIF":1.7,"publicationDate":"2024-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10595449","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141614866","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In imperfect information games, the game state is generally not fully observable to players. Therefore, good gameplay requires policies that deal with the different information that is hidden from each player. To combat this, effective algorithms often reason about information sets; the sets of all possible game states that are consistent with a player's observations. While there is no way to distinguish between the states within an information set, this property does not imply that all states are equally likely to occur in play. We extend previous research on assigning weights to the states in an information set in order to facilitate better gameplay in the imperfect information game of reconnaissance blind chess (RBC). For this, we train two different neural networks, which estimate the likelihood of each state in an information set from historical game data. Experimentally, we find that a Siamese neural network is able to achieve higher accuracy and is more efficient than a classical convolutional neural network for the given domain. Finally, we evaluate an RBC-playing agent that is based on the generated weightings and compare different parameter settings that influence how strongly it should rely on them. The resulting best player is ranked 5th on the public leaderboard.
{"title":"Neural Network-Based Information Set Weighting for Playing Reconnaissance Blind Chess","authors":"Timo Bertram;Johannes Fürnkranz;Martin Müller","doi":"10.1109/TG.2024.3425803","DOIUrl":"10.1109/TG.2024.3425803","url":null,"abstract":"In imperfect information games, the game state is generally not fully observable to players. Therefore, good gameplay requires policies that deal with the different information that is hidden from each player. To combat this, effective algorithms often reason about information sets; the sets of all possible game states that are consistent with a player's observations. While there is no way to distinguish between the states within an information set, this property does not imply that all states are equally likely to occur in play. We extend previous research on assigning weights to the states in an information set in order to facilitate better gameplay in the imperfect information game of reconnaissance blind chess (RBC). For this, we train two different neural networks, which estimate the likelihood of each state in an information set from historical game data. Experimentally, we find that a Siamese neural network is able to achieve higher accuracy and is more efficient than a classical convolutional neural network for the given domain. Finally, we evaluate an RBC-playing agent that is based on the generated weightings and compare different parameter settings that influence how strongly it should rely on them. The resulting best player is ranked 5th on the public leaderboard.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 4","pages":"960-970"},"PeriodicalIF":1.7,"publicationDate":"2024-07-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10592629","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141588601","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Christina Volioti;Vasileios Martsis;Apostolos Ampatzoglou;Euclid Keramopoulos;Alexander Chatzigeorgiou
In recent years, the game industry has experienced significant growth from both a financial and a social viewpoint. Developing compelling games that rely on novel content is a challenge for 3-D firms, especially in terms of meeting the diverse expectations of end users. Game development is performed by multidisciplinary teams of professionals, in which game/level designers play a crucial role. Inevitably, they often depend on programmers for technical implementations creating bottlenecks, even for prototyping purposes. This issue has raised the need for introducing efficient low-code environments that empower individuals without programming expertise to develop 3-D games. This work introduces Codeless3D, a prototype for low-code 3-D game creation by nonprogrammers. The proposed approach and the tool aim to reduce design and development time, bridging the gap between conceptualization and production. To evaluate the usefulness of Codeless3D, in terms of usability and its vision, an evaluation study was conducted. The findings suggested that Codeless3D effectively reduces design and development time for stakeholders in the game development field. Overall, this article contributes to the emerging trend of low-code tools in the entertainment domain and offers insights for further improvements in game design and development processes.
{"title":"Codeless3D: Design and Usability Evaluation of a Low-Code Tool for 3-D Game Generation","authors":"Christina Volioti;Vasileios Martsis;Apostolos Ampatzoglou;Euclid Keramopoulos;Alexander Chatzigeorgiou","doi":"10.1109/TG.2024.3424894","DOIUrl":"10.1109/TG.2024.3424894","url":null,"abstract":"In recent years, the game industry has experienced significant growth from both a financial and a social viewpoint. Developing compelling games that rely on novel content is a challenge for 3-D firms, especially in terms of meeting the diverse expectations of end users. Game development is performed by multidisciplinary teams of professionals, in which game/level designers play a crucial role. Inevitably, they often depend on programmers for technical implementations creating bottlenecks, even for prototyping purposes. This issue has raised the need for introducing efficient low-code environments that empower individuals without programming expertise to develop 3-D games. This work introduces Codeless3D, a prototype for low-code 3-D game creation by nonprogrammers. The proposed approach and the tool aim to reduce design and development time, bridging the gap between conceptualization and production. To evaluate the usefulness of Codeless3D, in terms of usability and its vision, an evaluation study was conducted. The findings suggested that Codeless3D effectively reduces design and development time for stakeholders in the game development field. Overall, this article contributes to the emerging trend of low-code tools in the entertainment domain and offers insights for further improvements in game design and development processes.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 2","pages":"296-307"},"PeriodicalIF":1.7,"publicationDate":"2024-07-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141574661","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
For decades, simultaneous ascending auction (SAA) has been the most popular mechanism used for spectrum auctions. It has recently been employed by many countries for the allocation of 5G licences. Although SAA presents relatively simple rules, it induces a complex strategic game for which the optimal bidding strategy is unknown. Considering the fact that sometimes billions of euros are at stake in an SAA, establishing an efficient bidding strategy is crucial. In this work, we model the auction as a $n$-player simultaneous move game with complete information and propose the first efficient bidding algorithm that tackles simultaneously its four major strategic issues: the exposure problem, the own price effect, budget constraints, and the eligibility management problem. Our solution, called $text{SMS}^alpha$, is based on simultaneous move Monte Carlo Tree Search and relies on a new method for the prediction of closing prices. By introducing a new reward function in $SMS^alpha$, we give the possibility to bidders to define their own level of risk-aversion. Through extensive numerical experiments on instances of realistic size, we show that $text{SMS}^alpha$ largely outperforms state-of-the-art algorithms, notably by achieving higher expected utility while taking less risks.
{"title":"Bidding Efficiently in Simultaneous Ascending Auctions With Budget and Eligibility Constraints Using Simultaneous Move Monte Carlo Tree Search","authors":"Alexandre Pacaud;Aurelien Bechler;Marceau Coupechoux","doi":"10.1109/TG.2024.3424246","DOIUrl":"10.1109/TG.2024.3424246","url":null,"abstract":"For decades, simultaneous ascending auction (SAA) has been the most popular mechanism used for spectrum auctions. It has recently been employed by many countries for the allocation of 5G licences. Although SAA presents relatively simple rules, it induces a complex strategic game for which the optimal bidding strategy is unknown. Considering the fact that sometimes billions of euros are at stake in an SAA, establishing an efficient bidding strategy is crucial. In this work, we model the auction as a <inline-formula><tex-math>$n$</tex-math></inline-formula>-player simultaneous move game with complete information and propose the first efficient bidding algorithm that tackles simultaneously its four major strategic issues: the <italic>exposure problem</i>, the <italic>own price effect</i>, <italic>budget constraints</i>, and the <italic>eligibility management problem</i>. Our solution, called <inline-formula><tex-math>$text{SMS}^alpha$</tex-math></inline-formula>, is based on simultaneous move Monte Carlo Tree Search and relies on a new method for the prediction of closing prices. By introducing a new reward function in <inline-formula><tex-math>$SMS^alpha$</tex-math></inline-formula>, we give the possibility to bidders to define their own level of risk-aversion. Through extensive numerical experiments on instances of realistic size, we show that <inline-formula><tex-math>$text{SMS}^alpha$</tex-math></inline-formula> largely outperforms state-of-the-art algorithms, notably by achieving higher expected utility while taking less risks.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 1","pages":"210-223"},"PeriodicalIF":1.7,"publicationDate":"2024-07-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141574665","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
JaeYoung Moon;EunHye Cho;Yeabon Jo;KyungJoong Kim;Eunsung Song
Game music critically influences the experience of a video game. Although this influence has been well investigated, the multifaceted relationships between video games and the emotions evoked by music are rarely reported. By considering diverse emotional matches of game and music, game designers could enhance various aspects of the game experience. The present study investigates players' game experiences by analyzing the electroencephalogram data, game-experience questionnaire answers, and interview responses of 31 experimental participants corresponding to game–music emotional matching based on the valence–arousal model. Finally, four findings were identified based on four types of game experiences: overall preference, emotion, immersion, and performance. These findings led to four game music design approaches.
{"title":"Investigating the Effect of Emotional Matching Between Game and Background Music on Game Experience in a Valence–Arousal Space","authors":"JaeYoung Moon;EunHye Cho;Yeabon Jo;KyungJoong Kim;Eunsung Song","doi":"10.1109/TG.2024.3424459","DOIUrl":"10.1109/TG.2024.3424459","url":null,"abstract":"Game music critically influences the experience of a video game. Although this influence has been well investigated, the multifaceted relationships between video games and the emotions evoked by music are rarely reported. By considering diverse emotional matches of game and music, game designers could enhance various aspects of the game experience. The present study investigates players' game experiences by analyzing the electroencephalogram data, game-experience questionnaire answers, and interview responses of 31 experimental participants corresponding to game–music emotional matching based on the valence–arousal model. Finally, four findings were identified based on four types of game experiences: overall preference, emotion, immersion, and performance. These findings led to four game music design approaches.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 2","pages":"282-295"},"PeriodicalIF":1.7,"publicationDate":"2024-07-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141574667","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Seung Lee;Bradford Mott;Jessica Vandenberg;Hiller A. Spires;James Lester
Recent years have seen increased exploration of the transformative potential of digital games for K-12 education. Narrative-centered digital games for learning integrate complex problem solving within compelling interactive stories. By leveraging the inherent structure of narrative and the engaging interactions afforded by commercial game engines, narrative-centered digital games for learning engage students in situated learning activities. This article presents details on the iterative design and development of a narrative-centered digital game for learning that focuses on science education for fifth-grade students. We then explore how student gameplay and learning relate by leveraging interaction log data from over 700 students playing the game. Specifically, we analyze student gameplay achievements using clustering and examine how gameplay and learning outcomes differ among the groups identified. Furthermore, we investigate if gender has an effect on student learning within the groups and what gender differences are found within the groups. The findings show that students who complete more quests and earn better in-game rewards achieve higher learning gains, and while differences exist in game playing characteristics between males and females the learning outcomes are similar.
{"title":"Exploring Gameplay and Learning in a Narrative-Centered Digital Game for Elementary Science Education","authors":"Seung Lee;Bradford Mott;Jessica Vandenberg;Hiller A. Spires;James Lester","doi":"10.1109/TG.2024.3424689","DOIUrl":"10.1109/TG.2024.3424689","url":null,"abstract":"Recent years have seen increased exploration of the transformative potential of digital games for K-12 education. Narrative-centered digital games for learning integrate complex problem solving within compelling interactive stories. By leveraging the inherent structure of narrative and the engaging interactions afforded by commercial game engines, narrative-centered digital games for learning engage students in situated learning activities. This article presents details on the iterative design and development of a narrative-centered digital game for learning that focuses on science education for fifth-grade students. We then explore how student gameplay and learning relate by leveraging interaction log data from over 700 students playing the game. Specifically, we analyze student gameplay achievements using clustering and examine how gameplay and learning outcomes differ among the groups identified. Furthermore, we investigate if gender has an effect on student learning within the groups and what gender differences are found within the groups. The findings show that students who complete more quests and earn better in-game rewards achieve higher learning gains, and while differences exist in game playing characteristics between males and females the learning outcomes are similar.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 4","pages":"947-959"},"PeriodicalIF":1.7,"publicationDate":"2024-07-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141574662","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The popular East Asian card game Big2 involves rules that do not allow players to view each other's hand cards, making artificial intelligence face challenges in performing well in this game. Based on Markov decision processes (MDPs) that can handle partially observable and stochastic information, we design the Big2MDP framework to explore card-playing strategies that minimize losing risks while maximizing scoring opportunities for the Big2 game. According to our review of relevant research, this is the first Big2 artificial intelligence framework with the following features: first, the ability to simultaneously consider scoring and losing points to make the best winning decisions with minimal losing risk, second, the capability to predict multiple opponents' actions to optimize the decision-making, and third, the adaptability to compete for the free-playing right to change card combinations at the essential moment. We implement a system of four-player card game Big2 on the Android platform to validate the feasibility and effectiveness of Big2MDP. Experimental results show that Big2MDP outperforms existing artificial intelligence methods, achieving the highest win rate and the least number of losing points as competing against both computer and human players in Big2 games.
{"title":"Markov Decision Process-Based Artificial Intelligence With Card-Playing Strategy and Free-Playing Right Exploration for Four-Player Card Game Big2","authors":"Lien-Wu Chen;Yiou-Rwong Lu","doi":"10.1109/TG.2024.3424431","DOIUrl":"10.1109/TG.2024.3424431","url":null,"abstract":"The popular East Asian card game <italic>Big2</i> involves rules that do not allow players to view each other's hand cards, making artificial intelligence face challenges in performing well in this game. Based on Markov decision processes (MDPs) that can handle partially observable and stochastic information, we design the Big2MDP framework to explore card-playing strategies that minimize losing risks while maximizing scoring opportunities for the <italic>Big2</i> game. According to our review of relevant research, this is the first <italic>Big2</i> artificial intelligence framework with the following features: first, the ability to simultaneously consider scoring and losing points to make the best winning decisions with minimal losing risk, second, the capability to predict multiple opponents' actions to optimize the decision-making, and third, the adaptability to compete for the free-playing right to change card combinations at the essential moment. We implement a system of four-player card game <italic>Big2</i> on the Android platform to validate the feasibility and effectiveness of Big2MDP. Experimental results show that Big2MDP outperforms existing artificial intelligence methods, achieving the highest win rate and the least number of losing points as competing against both computer and human players in <italic>Big2</i> games.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 2","pages":"267-281"},"PeriodicalIF":1.7,"publicationDate":"2024-07-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141574663","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}