This thesis presents an approach to predict the difficulty of levels in a game by simulating game play following a policy learned from human game play. Using state-action pairs tracked from players of the game Candy Crush Saga, we train a Convolutional Neural Network to predict an action given a game state. The trained model then acts as a policy.Our goal is to predict the success rate (SR) of players, from the SR obtained by simulating game play. Previous state-ofthe-art was using Monte Carlo tree search (MCTS) or handcrafted heuristics for game play simulation. We benchmark our suggested approach against one using MCTS. The hypothesis is that, using our suggested approach, predicting the players’ SR from the SR obtained through the simula...
In this paper we aim at automatically adjusting the difficulty of computer games by clustering playe...
We propose a novel simulation model that is able to predict the per-level churn and pass rates of An...
Careful feature engineering is an important factor of artificial intelligence for games. In this t...
This thesis presents an approach to predict the difficulty of levels in a game by simulating game pl...
This thesis presents an approach to predict the difficulty of levels in a game by simulating game pl...
We explored the usage of Monte Carlo tree search (MCTS) and deep learning in order to predict game l...
In this thesis we present two approaches to improve automatic playtesting using player modeling. By ...
We explored the usage of Monte Carlo tree search (MCTS) and deep learning in order to predict game l...
In this thesis we present two approaches to improve automatic playtesting using player modeling. By ...
In this thesis we present two approaches to improve automatic playtesting using player modeling. By ...
Since the emergence of the Match-Three genre in 1994, new games with this theme have been created, ...
The purpose of this thesis is to evaluate the possibility of predicting difficulty, measured in aver...
This paper presents a novel approach to automated playtesting for the prediction of human player beh...
In this paper we aim at automatically adjusting the difficulty of computer games by clustering playe...
This thesis aims to investigate general game-playing by conducting a comparison between the well-kno...
In this paper we aim at automatically adjusting the difficulty of computer games by clustering playe...
We propose a novel simulation model that is able to predict the per-level churn and pass rates of An...
Careful feature engineering is an important factor of artificial intelligence for games. In this t...
This thesis presents an approach to predict the difficulty of levels in a game by simulating game pl...
This thesis presents an approach to predict the difficulty of levels in a game by simulating game pl...
We explored the usage of Monte Carlo tree search (MCTS) and deep learning in order to predict game l...
In this thesis we present two approaches to improve automatic playtesting using player modeling. By ...
We explored the usage of Monte Carlo tree search (MCTS) and deep learning in order to predict game l...
In this thesis we present two approaches to improve automatic playtesting using player modeling. By ...
In this thesis we present two approaches to improve automatic playtesting using player modeling. By ...
Since the emergence of the Match-Three genre in 1994, new games with this theme have been created, ...
The purpose of this thesis is to evaluate the possibility of predicting difficulty, measured in aver...
This paper presents a novel approach to automated playtesting for the prediction of human player beh...
In this paper we aim at automatically adjusting the difficulty of computer games by clustering playe...
This thesis aims to investigate general game-playing by conducting a comparison between the well-kno...
In this paper we aim at automatically adjusting the difficulty of computer games by clustering playe...
We propose a novel simulation model that is able to predict the per-level churn and pass rates of An...
Careful feature engineering is an important factor of artificial intelligence for games. In this t...