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A Progress-Based Algorithm for Interpretable Reinforcement Learning in Regression Testing 回归测试中可解释强化学习的基于进度的算法
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-07-11 DOI: 10.1109/TG.2024.3426601
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.
在电子游戏中,随着项目的复杂性和规模的增长,在整个开发过程中验证设计规范是一个重大挑战,纯手动测试变得非常昂贵。本文提出了一种基于强化学习技术的设计验证回归测试的新方法,该技术以形式逻辑规范语言(截断线性时间逻辑)表示的任务为指导,并在完成这些任务方面取得了进展。这不需要机器学习的先验知识来训练测试机器人,自然地可解释和可调试,并且在不需要奖励塑造的情况下产生密集的奖励函数。我们通过将其与在unity中创建的3d隐身测试环境中围绕商业电子游戏中典型场景的三个用例组织的实验中的模仿基线进行比较,来调查我们策略的有效性。对于每个场景,我们分析代理对公共资产修改的反应,以适应游戏其他部分的设计需求,以及他们报告意外玩法变化的能力。我们的实验证明了我们训练机器人在复杂视频游戏设置中进行自动回归测试的方法的实用性。
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引用次数: 0
Neural Network-Based Information Set Weighting for Playing Reconnaissance Blind Chess 基于神经网络的信息集加权用于下侦察盲棋
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-07-10 DOI: 10.1109/TG.2024.3425803
Timo Bertram;Johannes Fürnkranz;Martin Müller
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.
在不完全信息博弈中,玩家通常无法完全观察到博弈状态。因此,优秀的游戏玩法需要能够处理隐藏在每个玩家面前的不同信息的策略。为了解决这个问题,有效的算法通常会对信息集进行推理;与玩家的观察一致的所有可能的游戏状态的集合。虽然没有办法区分信息集中的状态,但这个属性并不意味着所有状态在运行中都同样可能出现。为了提高侦察盲棋不完全信息博弈的游戏性,我们扩展了以往对信息集中状态赋权的研究。为此,我们训练了两个不同的神经网络,它们从历史游戏数据中估计信息集中每个状态的可能性。实验表明,在给定的领域中,Siamese神经网络比经典卷积神经网络具有更高的精度和效率。最后,我们评估了一个基于生成的权重的RBC-playing agent,并比较了不同的参数设置,这些参数设置会影响它对权重的依赖程度。结果最好的玩家在公共排行榜上排名第五。
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引用次数: 0
Codeless3D: Design and Usability Evaluation of a Low-Code Tool for 3-D Game Generation Codeless3D:三维游戏生成低代码工具的设计与可用性评估
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-07-09 DOI: 10.1109/TG.2024.3424894
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.
近年来,无论从经济角度还是从社会角度来看,游戏产业都经历了显著的发展。开发依赖新颖内容的引人注目的游戏对3d公司来说是一个挑战,特别是在满足终端用户的不同期望方面。游戏开发是由多学科专业团队完成的,其中游戏/关卡设计师扮演着至关重要的角色。不可避免的是,他们经常依赖于程序员来实现技术瓶颈,即使是为了原型设计。这个问题提出了引入高效的低代码环境的需求,使没有编程专业知识的人能够开发3-D游戏。本文介绍了Codeless3D,一个由非程序员创建的低代码3d游戏原型。所提出的方法和工具旨在减少设计和开发时间,弥合概念化和生产之间的差距。为了评估Codeless3D在可用性和视觉方面的有用性,我们进行了一项评估研究。研究结果表明,Codeless3D有效地减少了游戏开发领域利益相关者的设计和开发时间。总之,本文对娱乐领域中低代码工具的新兴趋势有所贡献,并为游戏设计和开发过程的进一步改进提供了见解。
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引用次数: 0
Bidding Efficiently in Simultaneous Ascending Auctions With Budget and Eligibility Constraints Using Simultaneous Move Monte Carlo Tree Search 利用同步移动蒙特卡洛树搜索在有预算和资格限制的同步升序拍卖中高效竞价
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-07-09 DOI: 10.1109/TG.2024.3424246
Alexandre Pacaud;Aurelien Bechler;Marceau Coupechoux
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.
几十年来,同步上行拍卖(SAA)一直是频谱拍卖中最受欢迎的机制。最近,许多国家都采用了这种方法来分配5G牌照。SAA的规则虽然相对简单,但却引发了一个复杂的策略博弈,其中最优竞价策略是未知的。考虑到SAA有时涉及数十亿欧元的风险,制定有效的竞标策略至关重要。在这项工作中,我们将拍卖建模为具有完全信息的n个玩家同时移动游戏,并提出了第一个有效的竞标算法,该算法同时解决了四个主要策略问题:曝光问题、自身价格效应、预算约束和资格管理问题。我们的解决方案,称为$text{SMS}^alpha$,是基于同时移动蒙特卡罗树搜索,并依赖于一个新的方法来预测收盘价格。通过在$SMS^alpha$中引入一个新的奖励函数,我们使竞标者有可能定义他们自己的风险厌恶程度。通过对实际大小的实例进行广泛的数值实验,我们表明$text{SMS}^alpha$在很大程度上优于最先进的算法,特别是在承担更少风险的同时实现更高的预期效用。
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引用次数: 0
Investigating the Effect of Emotional Matching Between Game and Background Music on Game Experience in a Valence–Arousal Space 探究游戏与背景音乐之间的情感匹配对价值-情绪空间中游戏体验的影响
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-07-08 DOI: 10.1109/TG.2024.3424459
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.
游戏音乐对电子游戏的体验有着重要的影响。尽管这种影响已经得到了很好的研究,但电子游戏与音乐所唤起的情感之间的多方面关系却很少被报道。通过考虑游戏和音乐的不同情感匹配,游戏设计师可以提升游戏体验的各个方面。本研究通过分析31名游戏-音乐情感匹配实验参与者的脑电图数据、游戏体验问卷回答和访谈回答,基于价-唤醒模型对玩家的游戏体验进行了研究。最后,基于四种类型的游戏体验(游戏邦注:即整体偏好、情感、沉浸感和表现),我们得出了四个结论。这些发现引出了四种游戏音乐设计方法。
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引用次数: 0
Exploring Gameplay and Learning in a Narrative-Centered Digital Game for Elementary Science Education 探索以叙事为中心的小学科学教育数字游戏中的游戏性和学习性
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-07-08 DOI: 10.1109/TG.2024.3424689
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.
近年来,人们越来越多地探索数字游戏在K-12教育中的变革潜力。以故事为中心的数字学习游戏将复杂的问题解决融入引人入胜的互动故事中。通过利用叙事的内在结构和商业游戏引擎所提供的引人入胜的互动,以叙事为中心的数字学习游戏能够吸引学生参与情境学习活动。本文详细介绍了一款以五年级学生科学教育为重点的以故事为中心的数字学习游戏的迭代设计和开发。然后,我们通过利用700多名学生玩游戏的互动日志数据,探索学生的游戏玩法和学习之间的关系。具体来说,我们使用聚类分析学生的游戏玩法成就,并检查各组间游戏玩法和学习结果的差异。此外,我们还调查了性别是否对小组内学生的学习有影响,以及小组内发现了哪些性别差异。研究结果显示,完成更多任务并获得更好游戏奖励的学生获得了更高的学习收益,尽管男性和女性在游戏玩法特征上存在差异,但学习结果是相似的。
{"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}
引用次数: 0
Markov Decision Process-Based Artificial Intelligence With Card-Playing Strategy and Free-Playing Right Exploration for Four-Player Card Game Big2 基于马尔可夫决策过程的人工智能与四人纸牌游戏 Big2 的出牌策略和自由出牌权探索
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-07-08 DOI: 10.1109/TG.2024.3424431
Lien-Wu Chen;Yiou-Rwong Lu
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.
东亚流行的纸牌游戏Big2的规则不允许玩家查看对方的手牌,这使得人工智能在游戏中表现良好面临挑战。基于可以处理部分可观察和随机信息的马尔可夫决策过程(mdp),我们设计了Big2MDP框架来探索在最大化Big2游戏得分机会的同时最小化输牌风险的纸牌策略。根据我们对相关研究的回顾,这是第一个Big2人工智能框架,它具有以下特点:一是能够同时考虑得失分,以最小的损失风险做出最佳的制胜决策;二是能够预测多个对手的行动,优化决策;三是能够在关键时刻竞争改变牌组组合的自由发挥权的适应性。为了验证Big2MDP的可行性和有效性,我们在Android平台上实现了一个四人卡牌游戏Big2系统。实验结果表明,Big2MDP超越了现有的人工智能方法,在Big2游戏中与计算机和人类玩家竞争时取得了最高的胜率和最少的失分。
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引用次数: 0
DanZero+: Dominating the GuanDan Game Through Reinforcement Learning 丹零+:通过强化学习统治关丹游戏
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-07-03 DOI: 10.1109/TG.2024.3422396
Youpeng Zhao;Yudong Lu;Jian Zhao;Wengang Zhou;Houqiang Li
Recent advancements have propelled artificial intelligence (AI) to showcase expertise in intricate card games, such as Mahjong, DouDizhu, and Texas Hold'em. In this work, we aim to develop an AI program for an exceptionally complex and popular card game called GuanDan. This game involves four players engaging in both competitive and cooperative play throughout a long process, posing great challenges for AI due to its expansive state and action space, long episode length, and complex rules. Employing reinforcement learning techniques, specifically deep Monte Carlo, and a distributed training framework, we first put forward an AI program named DanZero. Evaluation against baseline AI programs based on heuristic rules highlights the outstanding performance of our bot. Besides, in order to further enhance the AI's capabilities, we apply proximal policy optimization to GuanDan on the basis of Danzero. To address the challenges arising from the huge action space, which will significantly impact the performance of policy-based algorithms, we adopt the pretrained model to compress the action space and integrate action features into the model to bolster its generalization capabilities. Using these techniques, we manage to obtain a new GuanDan AI program DanZero+, which achieves a superior performance compared to DanZero.
最近的进步推动了人工智能(AI)在复杂的纸牌游戏中展示专长,比如麻将、斗猪猪和德州扑克。在这项工作中,我们的目标是为一个非常复杂和流行的纸牌游戏“关弹”开发一个人工智能程序。这款游戏包含4名玩家,他们在漫长的过程中进行竞争和合作,由于其广阔的状态和行动空间,较长的情节长度和复杂的规则,给AI带来了巨大的挑战。利用强化学习技术,特别是深度蒙特卡罗和分布式训练框架,我们首先提出了一个名为DanZero的人工智能程序。基于启发式规则对基线人工智能程序进行评估,突出了我们的机器人的出色性能。此外,为了进一步增强人工智能的能力,我们在Danzero的基础上,对关丹进行了近端策略优化。为了解决巨大的动作空间所带来的挑战,这将显著影响基于策略的算法的性能,我们采用预训练模型来压缩动作空间,并将动作特征集成到模型中以增强其泛化能力。利用这些技术,我们获得了一个新的关丹人工智能程序DanZero+,该程序的性能优于DanZero。
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引用次数: 0
Zero-Shot Reasoning: Personalized Content Generation Without the Cold Start Problem 零点推理:无冷启动问题的个性化内容生成
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-07-02 DOI: 10.1109/TG.2024.3421590
Davor Hafnar;Jure Demšar
Procedural content generation uses algorithmic techniques to create large amounts of new content for games at much lower production costs. To improve its quality, in newer approaches, procedural content generation utilizes machine learning. However, these methods usually require expensive collection of large amounts of data, as well as the development and training of fairly complex learning models, which can be both extremely time-consuming and expensive. The core of our research is to explore whether we can lower the barrier to the use of personalized procedural content generation through a more practical and generalizable approach with large language models. Matching game content to player preferences benefits both players, by enhancing enjoyment, and developers, who rely on player satisfaction for monetization. Therefore, this article introduces a new method for personalization by using large language models to suggest levels based on ongoing gameplay data from each player. We compared the levels generated using our approach with levels generated with more traditional procedural generation techniques. Our easily reproducible method has proven viable in a production setting and outperformed levels generated by traditional methods in two aspects—the player's rating of levels and the probability that a player will not quit the game mid-level.
程序内容生成使用算法技术以更低的制作成本为游戏创造大量新内容。为了提高质量,在更新的方法中,程序内容生成利用了机器学习。然而,这些方法通常需要昂贵的大量数据收集,以及相当复杂的学习模型的开发和训练,这既耗时又昂贵。我们研究的核心是探索我们是否可以通过更实用和可推广的方法与大型语言模型来降低使用个性化程序内容生成的障碍。将游戏内容与玩家偏好相匹配,既能提高玩家的乐趣,也能让依靠玩家满意度盈利的开发者受益。因此,本文介绍了一种新的个性化方法,即使用大型语言模型根据每个玩家的持续玩法数据来建议关卡。我们将使用我们的方法生成的关卡与使用传统程序生成技术生成的关卡进行了比较。我们易于复制的方法在生产环境中被证明是可行的,并且在两个方面优于传统方法生成的关卡——玩家对关卡的评价和玩家不会中途退出游戏的可能性。
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引用次数: 0
Using Reinforcement Learning to Generate Levels of Super Mario Bros. With Quality and Diversity 使用强化学习生成高质量和多样化的《超级马里奥兄弟》关卡
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-06-19 DOI: 10.1109/TG.2024.3416472
SangGyu Nam;Chu-Hsuan Hsueh;Pavinee Rerkjirattikal;Kokolo Ikeda
Procedural content generation (PCG) is essential in game development, automating content creation to meet various criteria such as playability, diversity, and quality. This article leverages reinforcement learning (RL) for PCG to generate Super Mario Bros. levels. We formulate the problem into a Markov decision process (MDP), with rewards defined using player enjoyment-based evaluation functions. Challenges in level representation and difficulty assessment are addressed by conditional generative adversarial networks and human-like artificial intelligence agents that mimic aspects of human input inaccuracies. This ensures that the generated levels are appropriately challenging from human perspectives. Furthermore, we enhance content quality through virtual simulation, which assigns rewards to intermediate actions to address a credit assignment problem. We also ensure diversity through a diversity-aware greedy policy, which chooses not-bad-but-distant actions based on $Q$-values. These processes ensure the production of diverse and high-quality Super Mario levels. Human subject evaluations revealed that levels generated from our approach exhibit natural connection, appropriate difficulty, nonmonotony, and diversity, highlighting the effectiveness of our proposed methods. The novelty of our work lies in the innovative solutions we propose to address challenges encountered in employing the PCG via RL method in Super Mario Bros., contributing to the field of PCG for game development.
程序内容生成(PCG)在游戏开发中至关重要,它能够自动生成内容以满足各种标准,如可玩性、多样性和质量。本文利用PCG的强化学习(RL)来生成《超级马里奥兄弟》关卡。我们将这个问题转化为马尔可夫决策过程(MDP),并使用基于玩家享受的评估函数来定义奖励。通过条件生成对抗网络和类人人工智能代理来解决关卡表示和难度评估方面的挑战,这些人工智能代理模仿人类输入不准确的方面。这确保了生成的关卡从人的角度来看具有适当的挑战性。此外,我们通过虚拟模拟来提高内容质量,虚拟模拟为中间行为分配奖励,以解决信用分配问题。我们还通过多样性意识贪婪政策来确保多样性,该政策根据$Q$值选择不坏但遥远的行动。这些过程确保了制作多样化和高质量的超级马里奥关卡。人类受试者评估显示,我们的方法产生的水平表现出自然的联系,适当的难度,非单调性和多样性,突出了我们提出的方法的有效性。我们工作的新颖之处在于,我们提出了创新的解决方案,以解决在《超级马里奥兄弟》中通过RL方法使用PCG所遇到的挑战,为游戏开发领域的PCG做出了贡献。
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引用次数: 0
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IEEE Transactions on Games
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