Hyeonchang Jeon

h-index4
2papers
38citations

2 Papers

12.5AIJul 4, 2023
RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Games

Hyeon-Chang Jeon, In-Chang Baek, Cheong-mok Bae et al.

The balance of game content significantly impacts the gaming experience. Unbalanced game content diminishes engagement or increases frustration because of repetitive failure. Although game designers intend to adjust the difficulty of game content, this is a repetitive, labor-intensive, and challenging process, especially for commercial-level games with extensive content. To address this issue, the game research community has explored automated game balancing using artificial intelligence (AI) techniques. However, previous studies have focused on limited game content and did not consider the importance of the generalization ability of playtesting agents when encountering content changes. In this study, we propose RaidEnv, a new game simulator that includes diverse and customizable content for the boss raid scenario in MMORPG games. Additionally, we design two benchmarks for the boss raid scenario that can aid in the practical application of game AI. These benchmarks address two open problems in automatic content balancing, and we introduce two evaluation metrics to provide guidance for AI in automatic content balancing. This novel game research platform expands the frontiers of automatic game balancing problems and offers a framework within a realistic game production pipeline.

2.1AIMar 12, 2023
Behavioral Differences is the Key of Ad-hoc Team Cooperation in Multiplayer Games Hanabi

Hyeonchang Jeon, Kyung-Joong Kim

Ad-hoc team cooperation is the problem of cooperating with other players that have not been seen in the learning process. Recently, this problem has been considered in the context of Hanabi, which requires cooperation without explicit communication with the other players. While in self-play strategies cooperating on reinforcement learning (RL) process has shown success, there is the problem of failing to cooperate with other unseen agents after the initial learning is completed. In this paper, we categorize the results of ad-hoc team cooperation into Failure, Success, and Synergy and analyze the associated failures. First, we confirm that agents learning via RL converge to one strategy each, but not necessarily the same strategy and that these agents can deploy different strategies even though they utilize the same hyperparameters. Second, we confirm that the larger the behavioral difference, the more pronounced the failure of ad-hoc team cooperation, as demonstrated using hierarchical clustering and Pearson correlation. We confirm that such agents are grouped into distinctly different groups through hierarchical clustering, such that the correlation between behavioral differences and ad-hoc team performance is -0.978. Our results improve understanding of key factors to form successful ad-hoc team cooperation in multi-player games.