Automated Playtesting With Procedural Personas Through MCTS With Evolved Heuristics

被引:55
作者
Holmgard, Christoffer [1 ]
Green, Michael Cerny [2 ]
Liapis, Antonios [3 ]
Togelius, Julian [2 ]
机构
[1] Northeastern Univ, Dept Art Design, Coll Arts Media & Design, Boston, MA 02115 USA
[2] NYU, Tandon Sch Engn, Brooklyn, NY 11201 USA
[3] Univ Malta, Inst Digital Games, MSD2080, Msida, Malta
关键词
Agent controllers; automated playtesting; play persona; player modeling;
D O I
10.1109/TG.2018.2808198
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
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 he conducted within a short time span.
引用
收藏
页码:352 / 362
页数:11
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