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AI for Games

description22 papers
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lightbulbAbout this topic
AI for Games refers to the application of artificial intelligence techniques to enhance the behavior of non-player characters, improve game design, and create adaptive gameplay experiences. It encompasses algorithms for decision-making, pathfinding, and procedural content generation, aiming to create more immersive and engaging gaming environments.
lightbulbAbout this topic
AI for Games refers to the application of artificial intelligence techniques to enhance the behavior of non-player characters, improve game design, and create adaptive gameplay experiences. It encompasses algorithms for decision-making, pathfinding, and procedural content generation, aiming to create more immersive and engaging gaming environments.

Key research themes

1. How can General Video Game AI systems be designed to play a wide variety of games without domain-specific knowledge?

This research area focuses on developing AI agents capable of playing multiple, previously unseen video games without relying on game-specific heuristics or prior training on the game rules. It aims to approximate aspects of general artificial intelligence by creating agents that can adapt to different game dynamics and constraints within strict time limits, often using declarative game description languages and standardized interfaces.

Key finding: The General Video Game AI (GVGAI) framework introduces a Video Game Description Language (VGDL) to define a large space of arcade and puzzle games, enabling AI agents to receive object-oriented state information and select... Read more
Key finding: Expands general game playing from turn-taking board games to real-time video games by defining games declaratively and requiring agents to infer game dynamics and optimal strategies on-the-fly. The paper underlines the need... Read more
Key finding: Provides foundational concepts and algorithms for real-time 3D game AI, including movement algorithms, steering behaviors, collision avoidance, and finite state machines, which underpin generalizable AI agent behaviors. The... Read more

2. What methodologies enable AI-assisted game development, including playtesting, content generation, and level design?

This theme explores AI frameworks and toolkits designed to assist game developers in creating, testing, and refining games through automated agents, procedural content generation, and multi-agent systems. It focuses on how AI can reduce development time, improve game balance, and offer insightful statistical analyses to guide iterative design, thereby bridging academic research and industry practices.

Key finding: Demonstrates that automated AI agents simulating thousands of gameplay sessions can reveal game imbalances, ineffective rewards, and strategic options more quickly than human testers, thereby facilitating efficient... Read more
Key finding: Presents an evaluative study of a multi-agent human-in-the-loop procedural content generation system, showing how computational agents recommending game maps can positively influence human designer decisions, facilitating... Read more
Key finding: Introduces Pogamut 3, an open-source platform that provides out-of-the-box functionality such as sensory-motor primitives, debugging tools, and agent behavior architectures integrated with the Unreal Tournament 2004... Read more
Key finding: Proposes a learning and planning framework tailored to the unique challenges of modern game development, emphasizing AI agent roles beyond winning—such as mimicking human-like behavior and style, assisting developers in... Read more

3. How can AI and machine learning techniques be applied in serious games to model player behavior, personalize experiences, and generate believable non-player characters?

This theme addresses the integration of advanced AI components such as player modeling, emotion recognition, natural language processing, and behavior synthesis into serious and educational games. It emphasizes reusability of AI modules across platforms to enable personalized learning, realistic NPC interactions, and adaptive difficulty, enhancing engagement and educational efficacy.

Key finding: Details the RAGE project that developed a suite of open-source, reusable AI components for serious games, including real-time facial emotion recognition, automated difficulty adaptation, sentiment analysis, and believable NPC... Read more
Key finding: Surveys core AI techniques for serious games focusing on user identification through learning style models and engagement detection, and content adaptation strategies that tailor pedagogical content and non-player character... Read more
Key finding: Examines computational models for NPC behavior grounded in psychology and sociology, categorizing NPCs as scripted, reactive, deliberative, or hybrid; advocates for integrating believable social behaviors and emotional models... Read more
Key finding: Introduces a novel player-centered evaluation approach based on analyzing player-created narrative retellings of gameplay, revealing how AI-driven game mechanics facilitate or hinder meaningful story construction and... Read more

All papers in AI for Games

This article introduces a method for exploring liminal horror environments using a modified Wave Function Collapse algorithm. This approach employs real-time generated regions to create infinite, non-deterministic environments, removing... more
Motion planning in the past was treated as np hard problem because of a large state space. Instead of using faster hardware and improved algorithm, the recommended attempt in solving these problems is to use an abstraction mechanism... more
In 2004, Botea et al. published the HPA* algorithm (Hierarchical Pathfinding A*), which is the first detailed study of hierarchical pathfinding in games. However, HPA* can be optimized. In this paper, we introduce the DHPA* and SHPA*... more
Multi-thread architectures are the current trends for both PCs (multi-core CPUs and GPUs) and game consoles such as the Microsoft Xbox 360 and Sony Playstation 3. GPUs (Graphics Processing Units) have evolved into extremely powerful and... more
The dominant challenge in robotics is the large state space. Any possible algorithm which traverses the entire state space will become too slow even on supercomputing hardware. Overcoming the bottleneck can be realized with guided... more
This paper describes a new implementation of Planet Wars, designed from the outset for Game AI research. The skill-depth of the game makes it a challenge for game-playing agents, and the speed of more than 1 million game ticks per second... more
This report presents a tool developed for the analysis and visualisation of Rolling Horizon Evolutionary Algorithms, featuring a GUI which allows integration within the General Video Game AI Framework. Users are able to easily customize... more
Pommerman is a complex multi-player and partially observable game where agents try to be the last standing to win. This game poses very interesting challenges to AI, such as collaboration, learning and planning. In this paper, we compare... more
Agent modelling involves considering how other agents will behave, in order to influence your own actions. In this paper, we explore the use of agent modelling in the hiddeninformation, collaborative card game Hanabi. We implement a... more
The formal semantics of an interpreted first-order logic (FOL) statement can be given in Tarskian Semantics or a basically equivalent Game Semantics. The latter maps the statement and the interpretation into a two-player semantic game.... more
Monte Carlo Tree Search methods provide a general framework for modeling decision problems by randomly sampling the decision space and constructing a search tree according to the sampling results. Artificial Intelligences employing these... more
Artificial intelligence (AI) in computer games can enhance the player experience by providing more realistic and dynamic interactions with non-player characters and/or the game environment and is, therefore, an essential skill for game... more
Search-based systems have shown to be effective for planning in zero-sum games. However, search-based approaches have important disadvantages. First, the decisions of search algorithms are mostly non-interpretable, which is problematic in... more
A key challenge for planning systems in real-time multiagent domains is to search in large action spaces to decide an agent’s next action. Previous works showed that handcrafted action abstractions allow planning systems to focus their... more
Depression is a common but serious mood disorder. It involves several symptoms which affect the thinking and the day to day activities such as working, eating, or sleeping. Video games have been a very big success in treating and... more
The motivation of this project is to ultimately build an immersive First-Person Shooter(FPS) game using unity software engine for people who love to experience the virtual world ofgaming which governs various concepts such Decision... more
Deep reinforcement learning on a zero sum game is nothing new, but very few of the papers that I was able to find dealt with games of more than two agents. In this paper, I explore how deep reinforcement learning can be applied to the... more
Search-based systems have shown to be effective for planning in zero-sum games. However, search-based approaches have important disadvantages. First, the decisions of search algorithms are mostly non-interpretable, which is problematic in... more
A key challenge for planning systems in real-time multiagent domains is to search in large action spaces to decide an agent’s next action. Previous works showed that handcrafted action abstractions allow planning systems to focus their... more
In this work, we deal with the scenario, where the fitness function is non-deterministic, and moreover its value, even for a given problem instance, is impossible to calculate exactly and can only be estimated. Such a situation occurs in... more
This research was conducted by an interdisciplinary team of two undergraduate students and a faculty to explore solutions to the Birds of a Feather (BoF) Research Challenge. BoF is a newly-designed perfect-information solitaire-type game.... more
One of the main challenges with selective search extensions is designing effective move categories (features). This is a manual trial and error task, which requires both intuition and expert human knowledge. Automating this task... more
This paper explores the intersection of Game AI (Artificial Intelligence) and procedural content generation in the context of video game development. It examines how these two fields enhance gameplay by focusing on artificial intelligence... more
Many state-of-the-art methods for combinatorial games rely on Monte Carlo Tree Search (MCTS) method, coupled with machine learning techniques, and these techniques have also recently been applied to combinatorial optimization. In this... more
Monte Carlo Tree Search has proved to be very efficient in the broad domain of Game AI, though it suffers from high dimensionality in cases of large branching factors. Several pruning techniques have been proposed to tackle this problem,... more
Monte Carlo Tree Search has proved to be very efficient in the broad domain of Game AI, though it suffers from high dimensionality in cases of large branching factors. Several pruning techniques have been proposed to tackle this problem,... more
Agent modelling involves considering how other agents will behave, in order to influence your own actions. In this paper, we explore the use of agent modelling in the hiddeninformation, collaborative card game Hanabi. We implement a... more
We present a new concept called Game Mechanic Alignment theory as a way to organize game mechanics through the lens of systemic rewards and agential motivations. By disentangling player and systemic influences, mechanics may be better... more
Monte Carlo Tree Search(MCTS) has generated a great deal of excitement in the A.I. community, mainly due to its success in Go. In this paper we test this approach in Tron, a simultaneous move two-agent game. Although the agents created... more
Learning to detect, characterize and accommodate novelties is a challenge that agents operating in open-world domains need to address to be able to guarantee satisfactory task performance. Certain novelties (e.g., changes in environment... more
We propose a new approach to the human-centered evaluation of AI-based games, grounded in the analysis of player retellings of their play experiences. Retellings offer unique insight into dimensions of player experience that can be hard... more
Risk is a complex strategy game that may be easier to understand for humans than chess but harder to deal with for computers. The main reasons are the stochastic nature of battles and the different decisions that must be coordinated... more
Uninformed search algorithm are struggling with planning problems because the state space is too large. There are endless amount of possible actions for a robot and analyzing them all takes hours. Such problems are known as np hard and... more
Human chess players prefer training with human opponents over chess agents as the latter are distinctively different in level and style than humans. Chess agents designed for human-agent play are capable of adjusting their level, however... more
1 Title: Hearthstone Counter-Deck Builder Author: Šimon Stachura Department: Katedra softwaru a výuky informatiky Supervisor: Mgr. Jakub Gemrot, Ph. D. Abstract: Collecting cards and building decks out of them is the basic principle of... more
General Video Game Playing is a game AI domain in which the usage of game-dependent domain knowledge is very limited or even non existent. This imposes obvious difficulties when seeking to create agents able to play sets of different... more
In this research note we show that a simple justification system can be used to teach humans non-trivial strategies of the Olympic sport of curling. This is achieved by justifying the decisions of Kernel Regression UCT (KR-UCT), a tree... more
Real-time strategy (RTS) games are a challenging application for Artificial Intelligence (AI) methods. This is because they involve simultaneous play and adversarial reasoning that is conducted in real time in large state spaces. Many AI... more
This article presents the results of the first edition of the microRTS (μRTS) AI competition, which was hosted by the IEEE Computational Intelligence in Games (CIG) 2017 conference. The goal of the competition is to spur research on AI... more
Success of many computer games depends on designing a robust and adaptable AI opponent that would ensure the games continue to challenge, immerse and excite the players at any stage. The outcomes of card based games like "Heartstone:... more
In this paper, we demonstrate the application of Fuzzy Markup Language (FML) to construct an FML-based Dynamic Assessment Agent (FDAA), and we present an FML-based Human–Machine Cooperative System (FHMCS) for the game of Go. The proposed... more
Automatic game design is an increasingly popular area of research that consists of devising systems that create content or complete games autonomously. The interest in such systems is two-fold: games can be highly stochastic environments... more
We present some initial work on characterizing games using a visual 'fingerprint' generated from several independent optimisation runs over the parameters used in Monte Carlo Tree Search (MCTS). This 'fingerprint' provides a useful tool... more
The Fighting Game AI Competition (FTGAIC) provides a challenging benchmark for 2-player video game AI. The challenge arises from the large action space, diverse styles of characters and abilities, and the real-time nature of the game. In... more
General Video Game Playing is a game AI domain in which the usage of game-dependent domain knowledge is very limited or even non existent. This imposes obvious difficulties when seeking to create agents able to play sets of different... more
Monte Carlo Tree Search(MCTS) has generated a great deal of excitement in the A.I. community, mainly due to its success in Go. In this paper we test this approach in Tron, a simultaneous move two-agent game. Although the agents created... more
In this research note we show that a simple justification system can be used to teach humans non-trivial strategies of the Olympic sport of curling. This is achieved by justifying the decisions of Kernel Regression UCT (KR-UCT), a tree... more
Artificial intelligence allows computer systems to make decisions similar to those of humans. However, the expert knowledge that artificial intelligence systems have is rarely used to teach non-expert humans in a specific knowledge... more
This paper presents PsyRTS: an open-source web-platform designed to create psychological experiments using a dynamic environment based on real-time strategy games. This platform has characteristics present in Real-Time Strategy (RTS)... more
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