Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/47265
Full metadata record
DC FieldValueLanguage
dc.contributor.authorHolmgard, Christoffer-
dc.contributor.authorCerny Green, Michael-
dc.contributor.authorLiapis, Antonios-
dc.contributor.authorTogelius, Julian-
dc.date.accessioned2019-10-11T06:22:17Z-
dc.date.available2019-10-11T06:22:17Z-
dc.date.issued2018-
dc.identifier.citationHolmgard, C., Cerny Green, M., Liapis, A., & Togelius, J. (2018). Automated playtesting with procedural personas through MCTS with evolved heuristics. IEEE Transactions on Games.en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar/handle/123456789/47265-
dc.description.abstractThis paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas. Theoretically grounded in psychological decision theory, procedural personas are implemented using a variation of Monte Carlo Tree Search (MCTS) where the node selection criteria are developed using evolutionary computation, replacing the standard UCB1 criterion of MCTS. Using these personas we demonstrate how generative player models can be applied to a varied corpus of game levels and demonstrate how different play styles can be enacted in each level. In short, we use artificially intelligent personas to construct synthetic playtesters. The proposed approach could be used as a tool for automatic play testing when human feedback is not readily available or when quick visualization of potential interactions is necessary. Possible applications include interactive tools during game development or procedural content generation systems where many evaluations must be conducted within a short time span.en_GB
dc.language.isoenen_GB
dc.publisherInstitute of Electrical and Electronics Engineersen_GB
dc.rightsinfo:eu-repo/semantics/restrictedAccessen_GB
dc.subjectApplication software -- Developmenten_GB
dc.subjectComputer games -- Designen_GB
dc.subjectComputer games -- Programmingen_GB
dc.subjectLevel design (Computer science)en_GB
dc.titleAutomated playtesting with procedural personas through MCTS with evolved heuristicsen_GB
dc.typearticleen_GB
dc.rights.holderThe 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.description.reviewedpeer-revieweden_GB
dc.identifier.doi10.1109/TG.2018.2808198-
dc.publication.titleIEEE Transactions on Gamesen_GB
Appears in Collections:Scholarly Works - InsDG

Files in This Item:
File Description SizeFormat 
Automated_playtesting_with_procedural_personas_through_mcts_with_evolved_heuristics_2018.pdf
  Restricted Access
1.84 MBAdobe PDFView/Open Request a copy


Items in OAR@UM are protected by copyright, with all rights reserved, unless otherwise indicated.