Game AI Research with Fast Planet Wars Variants

06/22/2018
by   Simon M. Lucas, et al.
0

This paper describes a new implementation of Planet Wars, designed from the outset for Game AI research. The skill-depth of the game makes it a challenge for game-playing agents, and the speed of more than 1 million game ticks per second enables rapid experimentation and prototyping. The parameterised nature of the game together with an interchangeable actuator model make it well suited to automated game tuning. The game is designed to be fun to play for humans, and is directly playable by General Video Game AI agents.

READ FULL TEXT
research
06/10/2019

"Did You Hear That?" Learning to Play Video Games from Audio Cues

Game-playing AI research has focused for a long time on learning to play...
research
08/26/2022

Generative Personas That Behave and Experience Like Humans

Using artificial intelligence (AI) to automatically test a game remains ...
research
04/03/2019

Rinascimento: Optimising Statistical Forward Planning Agents for Playing Splendor

Game-based benchmarks have been playing an essential role in the develop...
research
09/19/2022

Training an Assassin AI for The Resistance: Avalon

The Resistance: Avalon is a partially observable social deduction game. ...
research
11/20/2019

Integrating Automated Play in Level Co-Creation

In level co-creation an AI and human work together to create a video gam...
research
11/16/2018

Exploring Gameplay With AI Agents

The process of playtesting a game is subjective, expensive and incomplet...
research
05/17/2023

Improving Language Model Negotiation with Self-Play and In-Context Learning from AI Feedback

We study whether multiple large language models (LLMs) can autonomously ...

Please sign up or login with your details

Forgot password? Click here to reset