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2016 IEEE Conference on Computational Intelligence and Games (CIG)最新文献

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Automated game balancing of asymmetric video games 非对称电子游戏的自动游戏平衡
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860432
Philipp Beau, S. Bakkes
Designing a (video) game such that it is balanced — i.e. fair for all players — is a prevailing challenge in game design. Perhaps counter-intuitively, games that are symmetric with respect to (board) design, starting conditions, and the employed action set, are not necessarily fair games. Indeed, perfect play from all players does not automatically lead to a draw, but may probabilistically favour e.g., the first player to move. Even more so, asymmetric games — in which the action set of one player is typically highly distinct from that of another player — are generally unbalanced unless meticulous care has been taken to ensure that the asymmetry in the design does not skew win probabilities. In this context, the present paper contributes a method for automatically balancing the design of asymmetric games. It employs Monte Carlo simulation to analyse the relative impact of game actions, and iteratively adjusts attributes of the game actions till the game design is balanced by approximation. To assess the effectiveness of the proposed method, experiments were performed with automatically balancing a set of tower-defence games. Preliminary experimental results revealed that the proposed method (1) is able to identify the principal component of a game's imbalance, and (2) can automatically adjust the game design till it is balanced by approximation.
设计一款平衡的(电子)游戏——即对所有玩家都公平——是游戏设计中的一大挑战。也许与直觉相反的是,关于(棋盘)设计,开始条件和所使用的行动集的对称游戏不一定是公平游戏。事实上,所有玩家的完美发挥并不会自动导致平局,但可能会有利于第一个移动的玩家。更重要的是,非对称游戏(游戏邦注:即一个玩家的行动组合与另一个玩家截然不同)通常是不平衡的,除非我们能够小心翼翼地确保设计中的不对称不会扭曲获胜概率。在此背景下,本文提出了一种自动平衡非对称游戏设计的方法。它采用蒙特卡罗模拟来分析游戏动作的相对影响,并迭代调整游戏动作的属性,直到游戏设计近似平衡。为了评估所提出方法的有效性,我们进行了一组自动平衡塔防游戏的实验。初步实验结果表明,所提出的方法(1)能够识别游戏不平衡的主要成分,(2)可以自动调整游戏设计,直到近似平衡。
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引用次数: 15
Evolving missions to create game spaces 进化任务创造游戏空间
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860396
Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis
This paper describes a search-based generative method which creates game levels by evolving the intended sequence of player actions rather than their spatial layout. The proposed approach evolves graphs where nodes representing player actions are linked to form one or more ways in which a mission can be completed. Initially simple graphs containing the mission's starting and ending nodes are evolved via mutation operators which expand and prune the graph topology. Evolution is guided by several objective functions which capture game design patterns such as exploration or balance; experiments in this paper explore how these objective functions and their combinations affect the quality and diversity of the evolved mission graphs.
本文描述了一种基于搜索的生成方法,它通过进化玩家行动的预期序列而不是空间布局来创造游戏关卡。所提出的方法演变成图形,其中代表玩家行动的节点连接在一起,形成完成任务的一种或多种方式。最初,包含任务起始和结束节点的简单图通过扩展和修剪图拓扑的突变算子进化。进化是由若干目标功能引导的,这些目标功能捕捉游戏设计模式,如探索或平衡;本文的实验探讨了这些目标函数及其组合如何影响演化任务图的质量和多样性。
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引用次数: 12
Changing video game graphic styles using neural algorithms 使用神经算法改变电子游戏的图像风格
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860390
Byung-Hak Yoo, Kyung-Joong Kim
Recently, procedural content generation (PCG) has attracted positive attentions from gamers and applied for various content types such as maps, items and so on. Deep neural networks have been reported that they have potential to learn styles of artistic images. In this study, we propose to apply convolutional neural networks to change artistic styles of video game graphics. It's expected to change original games into different styles (modern, old-fashioned, scientific, and so on) given the input images. We applied the neural styling algorithm to the game images from Hedgewars, an open-source turn-based strategy game. Our results show that styles of video games can be changed from an input styling image.
最近,程序内容生成(procedural content generation, PCG)受到了玩家的积极关注,应用于地图、道具等多种内容类型。据报道,深度神经网络具有学习艺术图像风格的潜力。在本研究中,我们提出应用卷积神经网络来改变电子游戏图像的艺术风格。它有望根据输入图像将原始游戏转变为不同风格(现代,老式,科学等)。我们将神经样式算法应用于来自《Hedgewars》(一款开源回合制策略游戏)的游戏图像。我们的结果表明,视频游戏的风格可以从输入样式图像中改变。
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引用次数: 3
A multi-objective genetic algorithm for simulating optimal fights in StarCraft II 用于模拟星际争霸2最优战斗的多目标遗传算法
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860422
J. Schmitt, H. Köstler
The goal of this work is to develop a multi-objective genetic algorithm for simulating optimal fights between arbitrary units in the real-time strategy game StarCraft II. As there is no freely available application programming interface for controlling units in the game directly, this first requires an accurate simulation of the actual game mechanics. Next, based on the concept of artificial potential fields a general behavior model is developed which allows controlling units in an optimal way based on a number of real-valued parameters. The goal of each individual unit is to maximize their damage output while minimizing the amount of received damage. Finding parameter values that control the units of two opposing players in an optimal way with respect to these objectives can be formulated as a multi-objective continuous optimization problem. This problem is then solved by applying a genetic algorithm that optimizes the behavior of each unit of two opposing players in a competitive way. To evaluate the quality of a solution, only a finite number of solutions of the opponent can be used. Therefore, the current optima are repeatedly exchanged between both players and serve as input for the simulated encounter. By comparing the solutions of both players at the end of the optimization, it can be estimated if one of the two players has an advantage. Finally, in order to evaluate the effectiveness of the presented approach, a number of sample build orders, which correspond to the amount of units that have been produced until a certain point of time, serve as input for several optimization runs.
本文的目标是开发一种多目标遗传算法来模拟实时战略游戏《星际争霸2》中任意单位之间的最优战斗。因为没有免费的应用程序编程接口可以直接控制游戏中的单位,所以这首先需要对实际游戏机制进行精确的模拟。其次,基于人工势场的概念,建立了一种通用行为模型,该模型允许控制单元以基于若干实值参数的最优方式进行控制。每个个体单位的目标是最大化他们的伤害输出,同时最小化所受到的伤害。根据这些目标,找到以最优方式控制两个对立玩家单位的参数值可以被表述为多目标连续优化问题。这个问题可以通过应用遗传算法来解决,该算法以竞争的方式优化两个对立玩家的每个单位的行为。为了评估一个解的质量,只能使用对手有限数量的解。因此,当前的最优状态在玩家之间反复交换,并作为模拟遭遇战的输入。通过在优化结束时比较两个参与者的解决方案,可以估计两个参与者中是否有一个具有优势。最后,为了评估所提出的方法的有效性,一些样本构建订单,它们对应于在某个时间点之前已经生产的单元数量,作为几个优化运行的输入。
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引用次数: 8
I am a legend: Hacking hearthstone using statistical learning methods 我是一个传奇:使用统计学习方法破解炉石传说
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860416
Elie Bursztein
In this paper, we demonstrate the feasibility of a competitive player using statistical learning methods to gain an edge while playing a collectible card game (CCG) online. We showcase how our attacks work in practice against the most popular online CCG, Hearthstone: Heroes of World of Warcraft, which had over 50 million players as of April 2016. Like online poker, the large and regular cash prizes of Hearthstone's online tournaments make it a prime target for cheaters in search of a quick score. As of 2016, over $3,000,000 in prize money has been distributed in tournaments, and the best players earned over $10,000 from purely online tournaments. In this paper, we present the first algorithm that is able to learn and exploit the structure of card decks to predict with very high accuracy which cards an opponent will play in future turns. We evaluate it on real Hearthstone games and show that at its peak, between turns three and five of a game, this algorithm is able to predict the most probable future card with an accuracy above 95%. This attack was called “game breaking” by Blizzard, the creator of Hearthstone.
在本文中,我们证明了竞争玩家使用统计学习方法在玩在线收集卡牌游戏(CCG)时获得优势的可行性。我们展示了我们的攻击是如何在实践中对抗最受欢迎的在线CCG,《炉石传说:魔兽世界英雄》,截至2016年4月,该游戏拥有超过5000万玩家。与在线扑克游戏一样,《炉石传说》在线锦标赛的大额定期现金奖励使其成为寻求快速得分的作弊者的主要目标。截至2016年,锦标赛的奖金已超过300万美元,最优秀的选手从纯在线锦标赛中获得了超过1万美元的奖金。在本文中,我们提出了第一个能够学习和利用卡组结构的算法,以非常高的准确率预测对手在未来回合中将打出哪些牌。我们在真实的《炉石传说》游戏中对其进行了评估,结果显示,在游戏的第三轮和第五轮之间,该算法能够以95%以上的准确率预测未来最有可能的卡牌。这种攻击被《炉石传说》的创造者暴雪称为“破坏游戏”。
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引用次数: 30
Believable self-learning AI for world of tennis 可信的自我学习AI网球世界
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860420
M. Mozgovoy, Marina Purgina, I. Umarov
We describe a method used to build a practical AI system for a mobile game of tennis. The chosen approach had to support two goals: (1) provide a large number of believable and diverse AI characters, and (2) let the users train AI “ghost” characters able to substitute them. We achieve these goals by learning AI agents from collected behavior data of human-controlled characters. The acquired knowledge is used by a case-based reasoning algorithm to perform human-like decision making. Our experiments show that the resulting agents indeed exhibit a variety of recognizable play styles, resembling the play styles of their human trainers. The resulting AI system demonstrated stable decision making, adequate for use in a real commercial game project.
我们描述了一种用于为手机网球游戏构建实用AI系统的方法。所选择的方法必须支持两个目标:(1)提供大量可信且多样化的AI角色,以及(2)让用户训练能够替代它们的AI“幽灵”角色。我们通过从收集的人类控制角色的行为数据中学习AI代理来实现这些目标。所获得的知识被基于案例的推理算法用于执行类似人类的决策。我们的实验表明,最终生成的智能体确实表现出各种可识别的游戏风格,类似于它们的人类训练者的游戏风格。由此产生的AI系统显示出稳定的决策能力,足以用于真正的商业游戏项目。
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引用次数: 7
Modelling user retention in mobile games 模拟手机游戏的用户留存率
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860393
Markus Viljanen, A. Airola, T. Pahikkala, J. Heikkonen
User activity in five mobile games is found to be accurately described by stochastic processes related to recurrent event models in survival analysis. We specify four simple parametric models and methods to fit them to data which specify this process within day accuracy in the individual user level. This model implies commonly used population level retention metrics: retention, rolling retention and lifetime retention. Furthermore, modelling aids in understanding the underlying phenomena generating these metrics, which is verified visually in five diverse mobile games. The model assists in obtaining analytical insight into frequency and longevity of product use and precipitates predictive modelling by forecasting their evolvement over time.
我们发现5款手机游戏中的用户活动可以通过与生存分析中的循环事件模型相关的随机过程进行准确描述。我们指定了四种简单的参数模型和方法来拟合数据,这些模型和方法在个人用户级别的天精度内指定了这一过程。这个模型包含了常用的用户留存指标:留存率、滚动留存率和终身留存率。此外,建模有助于理解产生这些参数的潜在现象,这在五款不同的手机游戏中得到了直观验证。该模型有助于获得对产品使用频率和寿命的分析见解,并通过预测它们随时间的演变而沉淀预测模型。
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引用次数: 16
Constrained surprise search for content generation 内容生成的约束惊喜搜索
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860408
Daniele Gravina, Antonios Liapis, Georgios N. Yannakakis
In procedural content generation, it is often desirable to create artifacts which not only fulfill certain playability constraints but are also able to surprise the player with unexpected potential uses. This paper applies a divergent evolutionary search method based on surprise to the constrained problem of generating balanced and efficient sets of weapons for the Unreal Tournament III shooter game. The proposed constrained surprise search algorithm ensures that pairs of weapons are sufficiently balanced and effective while also rewarding unexpected uses of these weapons during game simulations with artificial agents. Results in the paper demonstrate that searching for surprise can create functionally diverse weapons which require new gameplay patterns of weapon use in the game.
在程序内容生成中,我们通常希望创造出不仅能够满足某些可玩性限制,而且能够以意想不到的潜在用途给玩家带来惊喜的工件。本文将基于惊喜度的发散进化搜索方法应用于《虚幻竞技场III》射击游戏生成平衡有效武器组合的约束问题。所提出的约束突袭搜索算法确保了武器对的充分平衡和有效,同时在使用人工智能体进行游戏模拟时奖励这些武器的意外使用。本文的结果表明,寻找惊喜可以创造出功能多样化的武器,这需要在游戏中使用新的武器玩法模式。
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引用次数: 21
Online level generation in Super Mario Bros via learning constructive primitives 在《超级马里奥兄弟》中通过学习建设性原语生成在线关卡
Pub Date : 2016-09-01 DOI: 10.1109/cig.2016.7860397
Peizhi Shi, Ke Chen
In procedural content generation (PCG), how to assure the quality of procedural games and how to provide effective control for designers are two major challenges. To tackle these issues, this paper exploits the synergy between rule-based and learning-based methods to produce quality yet controllable game segments in Super Mario Bros (SMB), hereinafter named constructive primitives (CPs). Easy-to-design rules are employed for removal of apparently unappealing game segments, and subsequent data-driven quality evaluation function is learned based on designer's annotations to deal with more complicated quality issues. The learned CPs provide not only quality game segments but also an effective control manner at a local level for designers. As a result, a complete quality game level can be generated online by integrating relevant constructive primitives via controllable parameters. Extensive simulation results demonstrate that the proposed approach efficiently generates controllable yet quality game levels in terms of different quality measures.
在程序内容生成(PCG)中,如何保证程序游戏的质量以及如何为设计师提供有效的控制是两大挑战。为了解决这些问题,本文利用基于规则和基于学习的方法之间的协同作用,在《超级马里奥兄弟》(SMB)中创造出高质量且可控的游戏片段,以下称为建设性原语(CPs)。简单的设计规则被用于删除明显不吸引人的游戏部分,随后的数据驱动的质量评估功能是基于设计师的注释来学习的,以处理更复杂的质量问题。学习的CPs不仅提供了高质量的游戏片段,还为设计师提供了一种有效的局部控制方式。因此,通过可控制的参数整合相关的构造原语,可以在线生成一个完整的质量游戏关卡。大量的仿真结果表明,该方法能够根据不同的质量度量有效地生成可控且高质量的博弈水平。
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引用次数: 11
Three types of forward pruning techniques to apply the alpha beta algorithm to turn-based strategy games 将alpha - beta算法应用于回合制策略游戏的三种前向修剪技术
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860427
Naoyuki Sato, Kokolo Ikeda
Turn-based strategy games are interesting testbeds for developing artificial players because their rules present developers with several challenges. Currently, Monte-Carlo tree search variants are often utilized to address these challenges. However, we consider it worthwhile introducing minimax search variants with pruning techniques because a turn-based strategy is in some points similar to the games of chess and Shogi, in which minimax variants are known to be effective. Thus, we introduced three forward-pruning techniques to enable us to apply alpha beta search (as a minimax search variant) to turn-based strategy games. This type of search involves fixing unit action orders, generating unit actions selectively, and limiting the number of moving units in a search. We applied our proposed pruning methods by implementing an alpha beta-based artificial player in the Turn-based strategy Academic Package (TUBSTAP) open platform of our institute. This player competed against first- and second-rank players in the TUBSTAP AI competition in 2016. Our proposed player won against the other players in five different maps with an average winning ratio exceeding 70%.
回合制策略游戏是开发人工玩家的有趣测试平台,因为它们的规则向开发者呈现了一些挑战。目前,蒙特卡罗树搜索变体经常用于解决这些挑战。然而,我们认为引入带有修剪技术的极大极小搜索变体是值得的,因为基于回合的策略在某些方面类似于国际象棋和Shogi游戏,其中极大极小变体是已知有效的。因此,我们引入了三种前向修剪技术,使我们能够将alpha - beta搜索(作为极大极小搜索变体)应用于回合制策略游戏。这种类型的搜索包括固定单位行动顺序,选择性地生成单位行动,以及限制搜索中移动单位的数量。我们通过在我们研究所的回合制策略学术包(TUBSTAP)开放平台中实现基于alpha beta的人工玩家来应用我们提出的修剪方法。这位选手在2016年的TUBSTAP AI比赛中与一、二线选手竞争。我们建议的玩家在5个不同的地图中战胜其他玩家,平均胜率超过70%。
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引用次数: 5
期刊
2016 IEEE Conference on Computational Intelligence and Games (CIG)
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