AIJul 6, 2020
Exploring Dynamic Difficulty Adjustment in VideogamesGabriel K. Sepulveda, Felipe Besoain, Nicolas A. Barriga
Videogames are nowadays one of the biggest entertainment industries in the world. Being part of this industry means competing against lots of other companies and developers, thus, making fanbases of vital importance. They are a group of clients that constantly support your company because your video games are fun. Videogames are most entertaining when the difficulty level is a good match for the player's skill, increasing the player engagement. However, not all players are equally proficient, so some kind of difficulty selection is required. In this paper, we will present Dynamic Difficulty Adjustment (DDA), a recently arising research topic, which aims to develop an automated difficulty selection mechanism that keeps the player engaged and properly challenged, neither bored nor overwhelmed. We will present some recent research addressing this issue, as well as an overview of how to implement it. Satisfactorily solving the DDA problem directly affects the player's experience when playing the game, making it of high interest to any game developer, from independent ones, to 100 billion dollar businesses, because of the potential impacts in player retention and monetization.
AIJul 6, 2020
Introduction to Behavior Algorithms for Fighting GamesIgnacio Gajardo, Felipe Besoain, Nicolas A. Barriga
The quality of opponent Artificial Intelligence (AI) in fighting videogames is crucial. Some other game genres can rely on their story or visuals, but fighting games are all about the adversarial experience. In this paper, we will introduce standard behavior algorithms in videogames, such as Finite-State Machines and Behavior Trees, as well as more recent developments, such as Monte-Carlo Tree Search. We will also discuss the existing and potential combinations of these algorithms, and how they might be used in fighting games. Since we are at the financial peak of fighting games, both for casual players and in tournaments, it is important to build and expand on fighting game AI, as it is one of the pillars of this growing market.
AISep 11, 2017
Combining Strategic Learning and Tactical Search in Real-Time Strategy GamesNicolas A. Barriga, Marius Stanescu, Michael Buro
A commonly used technique for managing AI complexity in real-time strategy (RTS) games is to use action and/or state abstractions. High-level abstractions can often lead to good strategic decision making, but tactical decision quality may suffer due to lost details. A competing method is to sample the search space which often leads to good tactical performance in simple scenarios, but poor high-level planning. We propose to use a deep convolutional neural network (CNN) to select among a limited set of abstract action choices, and to utilize the remaining computation time for game tree search to improve low level tactics. The CNN is trained by supervised learning on game states labelled by Puppet Search, a strategic search algorithm that uses action abstractions. The network is then used to select a script --- an abstract action --- to produce low level actions for all units. Subsequently, the game tree search algorithm improves the tactical actions of a subset of units using a limited view of the game state only considering units close to opponent units. Experiments in the microRTS game show that the combined algorithm results in higher win-rates than either of its two independent components and other state-of-the-art microRTS agents. To the best of our knowledge, this is the first successful application of a convolutional network to play a full RTS game on standard game maps, as previous work has focused on sub-problems, such as combat, or on very small maps.