Monster Carlo: An MCTS-based Framework for Machine Playtesting Unity Games
暂无分享,去创建一个
[1] Demis Hassabis,et al. Mastering the game of Go without human knowledge , 2017, Nature.
[2] David Silver,et al. Proceedings of the Twenty-Third AAAI Conference on Artificial Intelligence (2008) Achieving Master Level Play in 9 × 9 Computer Go , 2022 .
[3] Pejman Mirza-Babaei,et al. Vixen: interactive visualization of gameplay experiences , 2017, FDG.
[4] H. Jaap van den Herik,et al. Parallel Monte-Carlo Tree Search , 2008, Computers and Games.
[5] Zoran Popovic,et al. Evaluating Competitive Game Balance with Restricted Play , 2012, AIIDE.
[6] Julian Togelius,et al. Automated Playtesting With Procedural Personas Through MCTS With Evolved Heuristics , 2018, IEEE Transactions on Games.
[7] Mark O. Riedl,et al. Monte-Carlo Tree Search for Simulation-based Strategy Analysis , 2019, ArXiv.
[8] Mark J. Nelson. Game Metrics Without Players: Strategies for Understanding Game Artifacts , 2011, Artificial Intelligence in the Game Design Process.
[9] B. Nebel,et al. Playing Tetris Using Bandit-Based Monte-Carlo Planning , 2011 .
[10] Simon M. Lucas,et al. A Survey of Monte Carlo Tree Search Methods , 2012, IEEE Transactions on Computational Intelligence and AI in Games.
[11] Adam Finkelstein,et al. Simulating strategy and dexterity for puzzle games , 2017, 2017 IEEE Conference on Computational Intelligence and Games (CIG).
[12] Tom Schaul,et al. A video game description language for model-based or interactive learning , 2013, 2013 IEEE Conference on Computational Inteligence in Games (CIG).
[13] Mark O. Riedl,et al. Monte-Carlo Tree Search for Simulation-based Play Strategy Analysis , 2015, FDG.
[14] Michael Mateas,et al. LUDOCORE: A logical game engine for modeling videogames , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.