Dungeons & Replicants: Automated Game Balancing via Deep Player Behavior Modeling
暂无分享,去创建一个
Antonios Liapis | Georgios N. Yannakakis | Rainer Malaka | Georg Volkmar | Johannes Pfau | R. Malaka | Antonios Liapis | Johannes Pfau | Georg Volkmar
[1] Markus Schatten,et al. Automated MMORPG Testing - An Agent-Based Approach , 2017, PAAMS.
[2] Zoran Popovic,et al. Evaluating Competitive Game Balance with Restricted Play , 2012, AIIDE.
[3] Sylvain Hallé,et al. Automated Bug Finding in Video Games: A Case Study for Runtime Monitoring , 2014, 2014 IEEE Seventh International Conference on Software Testing, Verification and Validation.
[4] Sander Bakkes,et al. Automated game balancing of asymmetric video games , 2016, 2016 IEEE Conference on Computational Intelligence and Games (CIG).
[5] Riccardo Poli,et al. Automated Game Balancing in Ms PacMan and StarCraft Using Evolutionary Algorithms , 2017, EvoApplications.
[6] Stefan Freyr Gudmundsson,et al. Human-Like Playtesting with Deep Learning , 2018, 2018 IEEE Conference on Computational Intelligence and Games (CIG).
[7] Maarten Löffler,et al. Automated puzzle difficulty estimation , 2015, 2015 IEEE Conference on Computational Intelligence and Games (CIG).
[8] Pedro Pablo Gómez-Martín,et al. An approach to automated videogame beta testing , 2024, Entertain. Comput..
[9] Julian Togelius,et al. Evolving card sets towards balancing dominion , 2012, 2012 IEEE Congress on Evolutionary Computation.
[10] Rainer Malaka,et al. Procedural Content Generation in Competitive Multiplayer Platform Games , 2019, ICEC-JCSG.
[11] Simon Colton,et al. Semi-automated level design via auto-playtesting for handheld casual game creation , 2016, 2016 IEEE Conference on Computational Intelligence and Games (CIG).
[12] Julian Togelius,et al. Automatic generation and analysis of physics-based puzzle games , 2013, 2013 IEEE Conference on Computational Inteligence in Games (CIG).
[13] Brian M. Slator,et al. Crushinator: A framework towards game-independent testing , 2013, 2013 28th IEEE/ACM International Conference on Automated Software Engineering (ASE).
[14] Muhammad Zohaib Z. Iqbal,et al. An automated model based testing approach for platform games , 2015, 2015 ACM/IEEE 18th International Conference on Model Driven Engineering Languages and Systems (MODELS).
[15] Jörg Denzinger,et al. Evolutionary behavior testing of commercial computer games , 2004, Proceedings of the 2004 Congress on Evolutionary Computation (IEEE Cat. No.04TH8753).
[16] Rainer Malaka,et al. Automated Game Testing with ICARUS: Intelligent Completion of Adventure Riddles via Unsupervised Solving , 2017, CHI PLAY.
[17] Wojciech M. Czarnecki,et al. Grandmaster level in StarCraft II using multi-agent reinforcement learning , 2019, Nature.
[18] Noah Wardrip-Fruin,et al. Mining game statistics from web services: a World of Warcraft armory case study , 2010, FDG.
[19] Rainer Malaka,et al. Bot or not? User Perceptions of Player Substitution with Deep Player Behavior Models , 2020, CHI.
[20] Juan Julián Merelo Guervós,et al. Automated playtesting in collectible card games using evolutionary algorithms: A case study in hearthstone , 2018, Knowl. Based Syst..
[21] Cor-Paul Bezemer,et al. Studying the urgent updates of popular games on the Steam platform , 2017, Empirical Software Engineering.
[22] Demis Hassabis,et al. Mastering the game of Go with deep neural networks and tree search , 2016, Nature.
[23] Julian Togelius,et al. AI as Evaluator: Search Driven Playtesting of Modern Board Games , 2017, AAAI Workshops.
[24] Daniele Loiacono,et al. Player Modeling , 2013, Artificial and Computational Intelligence in Games.
[25] Rainer Malaka,et al. Deep Player Behavior Models: Evaluating a Novel Take on Dynamic Difficulty Adjustment , 2019, CHI Extended Abstracts.
[26] Rainer Malaka,et al. Enemy Within: Long-term Motivation Effects of Deep Player Behavior Models for Dynamic Difficulty Adjustment , 2020, CHI.
[27] Gang Xiao,et al. Semi-Automated Gameplay Analysis by Machine Learning , 2005, AIIDE.
[28] Christian Bird,et al. "What Went Right and What Went Wrong": An Analysis of 155 Postmortems from Game Development , 2016, 2016 IEEE/ACM 38th International Conference on Software Engineering Companion (ICSE-C).
[29] Shane Legg,et al. Human-level control through deep reinforcement learning , 2015, Nature.
[30] Demis Hassabis,et al. Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm , 2017, ArXiv.
[31] Anne Sullivan,et al. An inclusive view of player modeling , 2011, FDG.
[32] Nachiappan Nagappan,et al. Empirical analysis of user data in game software development , 2012, Proceedings of the 2012 ACM-IEEE International Symposium on Empirical Software Engineering and Measurement.
[33] Sushil J. Louis,et al. Using coevolution to understand and validate game balance in continuous games , 2008, GECCO '08.
[34] Lei Ma,et al. Wuji: Automatic Online Combat Game Testing Using Evolutionary Deep Reinforcement Learning , 2019, 2019 34th IEEE/ACM International Conference on Automated Software Engineering (ASE).
[35] Julian Togelius,et al. Automated Playtesting With Procedural Personas Through MCTS With Evolved Heuristics , 2018, IEEE Transactions on Games.
[36] Julian Togelius,et al. Artificial Intelligence and Games , 2018, Springer International Publishing.
[37] Rainer Malaka,et al. Towards Deep Player Behavior Models in MMORPGs , 2018, CHI PLAY.