Automatic difficulty management and testing in games using a framework based on behavior trees and genetic algorithms
September 10, 2019 Β· Declared Dead Β· π IEEE International Conference on Engineering of Complex Computer Systems
"No code URL or promise found in abstract"
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Authors
Ciprian Paduraru, Miruna Paduraru
arXiv ID
1909.04368
Category
cs.AI: Artificial Intelligence
Cross-listed
cs.SE
Citations
12
Venue
IEEE International Conference on Engineering of Complex Computer Systems
Last Checked
4 months ago
Abstract
The diversity of agent behaviors is an important topic for the quality of video games and virtual environments in general. Offering the most compelling experience for users with different skills is a difficult task, and usually needs important manual human effort for tuning existing code. This can get even harder when dealing with adaptive difficulty systems. Our paper's main purpose is to create a framework that can automatically create behaviors for game agents of different difficulty classes and enough diversity. In parallel with this, a second purpose is to create more automated tests for showing defects in the source code or possible logic exploits with less human effort.
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