Automated Playtesting With Procedural Personas Through MCTS With Evolved Heuristics
Automated Playtesting With Procedural Personas Through MCTS With Evolved Heuristics
复制标题
通过具有进化启发式的 MCTS 使用程序角色进行自动游戏测试
DOI:
10.1109/tg.2018.2808198
复制
发表时间:
2018
影响因子:
2.3
通讯作者:
J. Togelius
中科院分区:
文献类型:
--
作者:
Christoffer Holmgård;M. Green;Antonios Liapis;J. Togelius
This 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 playstyles 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.