LGMar 10, 2022
Collusion Detection in Team-Based Multiplayer GamesLaura Greige, Fernando De Mesentier Silva, Meredith Trotter et al.
In the context of competitive multiplayer games, collusion happens when two or more teams decide to collaborate towards a common goal, with the intention of gaining an unfair advantage from this cooperation. The task of identifying colluders from the player population is however infeasible to game designers due to the sheer size of the player population. In this paper, we propose a system that detects colluding behaviors in team-based multiplayer games and highlights the players that most likely exhibit colluding behaviors. The game designers then proceed to analyze a smaller subset of players and decide what action to take. For this reason, it is important and necessary to be extremely careful with false positives when automating the detection. The proposed method analyzes the players' social relationships paired with their in-game behavioral patterns and, using tools from graph theory, infers a feature set that allows us to detect and measure the degree of collusion exhibited by each pair of players from opposing teams. We then automate the detection using Isolation Forest, an unsupervised learning technique specialized in highlighting outliers, and show the performance and efficiency of our approach on two real datasets, each with over 170,000 unique players and over 100,000 different matches.
NEFeb 17, 2023
Automated Graph Genetic Algorithm based Puzzle Validation for Faster Game DesignKarine Levonyan, Jesse Harder, Fernando De Mesentier Silva
Many games are reliant on creating new and engaging content constantly to maintain the interest of their player-base. One such example are puzzle games, in such it is common to have a recurrent need to create new puzzles. Creating new puzzles requires guaranteeing that they are solvable and interesting to players, both of which require significant time from the designers. Automatic validation of puzzles provides designers with a significant time saving and potential boost in quality. Automation allows puzzle designers to estimate different properties, increase the variety of constraints, and even personalize puzzles to specific players. Puzzles often have a large design space, which renders exhaustive search approaches infeasible, if they require significant time. Specifically, those puzzles can be formulated as quadratic combinatorial optimization problems. This paper presents an evolutionary algorithm, empowered by expert-knowledge informed heuristics, for solving logical puzzles in video games efficiently, leading to a more efficient design process. We discuss multiple variations of hybrid genetic approaches for constraint satisfaction problems that allow us to find a diverse set of near-optimal solutions for puzzles. We demonstrate our approach on a fantasy Party Building Puzzle game, and discuss how it can be applied more broadly to other puzzles to guide designers in their creative process.
AIJul 15, 2019
Automated Playtesting of Matching Tile GamesLuvneesh Mugrai, Fernando de Mesentier Silva, Christoffer Holmgård et al.
Matching tile games are an extremely popular game genre. Arguably the most popular iteration, Match-3 games, are simple to understand puzzle games, making them great benchmarks for research. In this paper, we propose developing different procedural personas for Match-3 games in order to approximate different human playstyles to create an automated playtesting system. The procedural personas are realized through evolving the utility function for the Monte Carlo Tree Search agent. We compare the performance and results of the evolution agents with the standard Vanilla Monte Carlo Tree Search implementation as well as to a random move-selection agent. We then observe the impacts on both the game's design and the game design process. Lastly, a user study is performed to compare the agents to human play traces.
AIJul 15, 2019
The Many AI Challenges of HearthstoneAmy K. Hoover, Julian Togelius, Scott Lee et al.
Games have benchmarked AI methods since the inception of the field, with classic board games such as Chess and Go recently leaving room for video games with related yet different sets of challenges. The set of AI problems associated with video games has in recent decades expanded from simply playing games to win, to playing games in particular styles, generating game content, modeling players etc. Different games pose very different challenges for AI systems, and several different AI challenges can typically be posed by the same game. In this article we analyze the popular collectible card game Hearthstone (Blizzard 2014) and describe a varied set of interesting AI challenges posed by this game. Collectible card games are relatively understudied in the AI community, despite their popularity and the interesting challenges they pose. Analyzing a single game in-depth in the manner we do here allows us to see the entire field of AI and Games through the lens of a single game, discovering a few new variations on existing research topics.
AIJul 2, 2019
Evolving the Hearthstone MetaFernando de Mesentier Silva, Rodrigo Canaan, Scott Lee et al.
Balancing an ever growing strategic game of high complexity, such as Hearthstone is a complex task. The target of making strategies diverse and customizable results in a delicate intricate system. Tuning over 2000 cards to generate the desired outcome without disrupting the existing environment becomes a laborious challenge. In this paper, we discuss the impacts that changes to existing cards can have on strategy in Hearthstone. By analyzing the win rate on match-ups across different decks, being played by different strategies, we propose to compare their performance before and after changes are made to improve or worsen different cards. Then, using an evolutionary algorithm, we search for a combination of changes to the card attributes that cause the decks to approach equal, 50% win rates. We then expand our evolutionary algorithm to a multi-objective solution to search for this result, while making the minimum amount of changes, and as a consequence disruption, to the existing cards. Lastly, we propose and evaluate metrics to serve as heuristics with which to decide which cards to target with balance changes.
NEApr 24, 2019
Mapping Hearthstone Deck Spaces through MAP-Elites with Sliding BoundariesMatthew C. Fontaine, Scott Lee, L. B. Soros et al.
Quality diversity (QD) algorithms such as MAP-Elites have emerged as a powerful alternative to traditional single-objective optimization methods. They were initially applied to evolutionary robotics problems such as locomotion and maze navigation, but have yet to see widespread application. We argue that these algorithms are perfectly suited to the rich domain of video games, which contains many relevant problems with a multitude of successful strategies and often also multiple dimensions along which solutions can vary. This paper introduces a novel modification of the MAP-Elites algorithm called MAP-Elites with Sliding Boundaries (MESB) and applies it to the design and rebalancing of Hearthstone, a popular collectible card game chosen for its number of multidimensional behavior features relevant to particular styles of play. To avoid overpopulating cells with conflated behaviors, MESB slides the boundaries of cells based on the distribution of evolved individuals. Experiments in this paper demonstrate the performance of MESB in Hearthstone. Results suggest MESB finds diverse ways of playing the game well along the selected behavioral dimensions. Further analysis of the evolved strategies reveals common patterns that recur across behavioral dimensions and explores how MESB can help rebalance the game.
AIMar 25, 2019
Winning Isn't Everything: Enhancing Game Development with Intelligent AgentsYunqi Zhao, Igor Borovikov, Fernando de Mesentier Silva et al.
Recently, there have been several high-profile achievements of agents learning to play games against humans and beat them. In this paper, we study the problem of training intelligent agents in service of game development. Unlike the agents built to "beat the game", our agents aim to produce human-like behavior to help with game evaluation and balancing. We discuss two fundamental metrics based on which we measure the human-likeness of agents, namely skill and style, which are multi-faceted concepts with practical implications outlined in this paper. We report four case studies in which the style and skill requirements inform the choice of algorithms and metrics used to train agents; ranging from A* search to state-of-the-art deep reinforcement learning. We, further, show that the learning potential of state-of-the-art deep RL models does not seamlessly transfer from the benchmark environments to target ones without heavily tuning their hyperparameters, leading to linear scaling of the engineering efforts and computational cost with the number of target domains.
AINov 16, 2018
Exploring Gameplay With AI AgentsFernando de Mesentier Silva, Igor Borovikov, John Kolen et al.
The process of playtesting a game is subjective, expensive and incomplete. In this paper, we present a playtesting approach that explores the game space with automated agents and collects data to answer questions posed by the designers. Rather than have agents interacting with an actual game client, this approach recreates the bare bone mechanics of the game as a separate system. Our agent is able to play in minutes what would take testers days of organic gameplay. The analysis of thousands of game simulations exposed imbalances in game actions, identified inconsequential rewards and evaluated the effectiveness of optional strategic choices. Our test case game, The Sims Mobile, was recently released and the findings shown here influenced design changes that resulted in improved player experience.
HCJan 22, 2016
RioBusData: Outlier Detection in Bus Routes of Rio de JaneiroAline Bessa, Fernando de Mesentier Silva, Rodrigo Frassetto Nogueira et al.
Buses are the primary means of public transportation in the city of Rio de Janeiro, carrying around 100 million passengers every month. Recently, real-time GPS coordinates of all operating public buses has been made publicly available - roughly 1 million GPS entries each captured each day. In an initial study, we observed that a substantial number of buses follow trajectories that do not follow the expected behavior. In this paper, we present RioBusData, a tool that helps users identify and explore, through different visualizations, the behavior of outlier trajectories. We describe how the system automatically detects these outliers using a Convolutional Neural Network (CNN) and we also discuss a series of case studies which show how RioBusData helps users better understand not only the flow and service of outlier buses but also the bus system as a whole.