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Evolving Game Skill-Depth using General Video Game AI agents

机译:使用通用视频游戏AI代理发展游戏技能深度

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Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a search space, and we can therefore use a Random Mutation Hill Climbing algorithm or other search methods to find the parameter settings that induce the best games. One of the hardest parts of this approach is defining a suitable fitness function. In this paper we explore the possibility of using one of a growing set of General Video Game AI agents to perform automatic play-testing. This enables a very general approach to game evaluation based on estimating the skill-depth of a game. Agent-based play-testing is computationally expensive, so we compare two simple but efficient optimisation algorithms: the Random Mutation Hill-Climber and the Multi-Armed Bandit Random Mutation Hill-Climber. For the test game we use a space-battle game in order to provide a suitable balance between simulation speed and potential skill-depth. Results show that both algorithms are able to rapidly evolve game versions with significant skill-depth, but that choosing a suitable resampling number is essential in order to combat the effects of noise.
机译:大多数游戏具有或可以概括为具有多个参数,这些参数可能会有所不同,以提供导致不同玩家体验的游戏实例。可能的参数设置空间可以看作是一个搜索空间,因此,我们可以使用“随机变异爬山”算法或其他搜索方法来找到诱发最佳游戏的参数设置。该方法最困难的部分之一是定义合适的适应度函数。在本文中,我们探索了使用越来越多的通用视频游戏AI代理之一进行自动游戏测试的可能性。这可以基于估计游戏的技术深度来实现非常通用的游戏评估方法。基于代理的播放测试在计算上是昂贵的,因此我们比较了两种简单但有效的优化算法:随机变异Hill-Climber和多臂强盗随机变异Hill-Climber。对于测试游戏,我们使用太空战斗游戏,以在模拟速度和潜在技能深度之间提供适当的平衡。结果表明,两种算法都能够以相当深的技能深度快速开发游戏版本,但是选择合适的重采样数量对于抵抗噪声的影响至关重要。

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