Alberto Almagro;Juan Carlos Llamas-Núñez;Antonio A. Sánchez-Ruiz;Belén Díaz-Agudo
{"title":"Collaborative AI in the Geometry Friends Game Competition","authors":"Alberto Almagro;Juan Carlos Llamas-Núñez;Antonio A. Sánchez-Ruiz;Belén Díaz-Agudo","doi":"10.1109/TG.2024.3487309","DOIUrl":"https://doi.org/10.1109/TG.2024.3487309","url":null,"abstract":"<italic>Geometry Friends</i> is a collaborative platform game featuring two agents, a circle and a rectangle, navigating through physics-driven levels to collect diamonds. Each level presents challenges in the form of obstacles and diamonds arranged in different configurations that forces the agents to cooperate. In this article, we describe the Universidad Complutense de Madrid (UCM) agents, that participated in the 2023 <italic>Geometry Friends</i> AI Competition with excellent results, especially in the collaborative track. Our approach combines level analysis, motion simulation, abstract planning, scripted actions, reinforcement learning, and different types of agent interaction. The contributions are versatile and potentially applicable to other collaborative platform games.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 2","pages":"408-418"},"PeriodicalIF":1.7,"publicationDate":"2024-10-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10737403","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144308425","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Large Language Models as Narrative Planning Search Guides","authors":"Rachelyn Farrell;Stephen G. Ware","doi":"10.1109/TG.2024.3487416","DOIUrl":"https://doi.org/10.1109/TG.2024.3487416","url":null,"abstract":"Symbolic planning algorithms and large language models have different strengths and weaknesses for story generation, suggesting hybrid models might leverage advantages from both. Others have proposed using a language model in combination with a partial order planning style algorithm to avoid the need for a hand-written symbolic domain of actions, or generating these domains from natural language input. This article offers a complementary approach. We propose to use a state space planning algorithm to plan coherent multiagent stories using hand-written symbolic domains, but with a language model acting as a guide to estimate, which events are worth exploring first. We present an initial evaluation of this approach on a set of benchmark narrative planning problems.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 2","pages":"419-428"},"PeriodicalIF":1.7,"publicationDate":"2024-10-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144308482","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rafael Ribeiro;Alexandre Valle de Carvalho;Nelson Bilber Rodrigues
{"title":"Image-Based Video Game Asset Generation and Evaluation Using Deep Learning: A Systematic Review of Methods and Applications","authors":"Rafael Ribeiro;Alexandre Valle de Carvalho;Nelson Bilber Rodrigues","doi":"10.1109/TG.2024.3487054","DOIUrl":"https://doi.org/10.1109/TG.2024.3487054","url":null,"abstract":"Creating content for digital video game is an expensive segment of the development process, and many techniques have been explored to automate it. Much of the generated content is graphical, ranging from textures and sprites to typographical elements and user interfaces. Numerous techniques have been explored to automate the generation of these assets, with recent advancements incorporating artificial intelligence methodologies, such as deep learning generative models. This study comprehensively surveys the literature from 2016 onward, focusing on using machine learning to generate image-based assets for video game development, reviewing the deep learning approaches employed, and analyzing the specific challenges found. Specifically, the deep learning approaches employed, the problems addressed within the domain, and the metrics used for evaluating the results. The study demonstrates a knowledge gap in generative methods for some types of video game assets. In addition, applicability and effectiveness of the most used evaluation metrics in the literature are studied. As future research prospects, with the increase in popularity of generative AI, the adoption of such techniques will be seen in automation processes.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 3","pages":"622-630"},"PeriodicalIF":2.8,"publicationDate":"2024-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10736668","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145073206","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"CuDA2: An Approach for Incorporating Traitor Agents Into Cooperative Multiagent Systems","authors":"Zhen Chen;Yong Liao;Youpeng Zhao;Zipeng Dai;Jian Zhao","doi":"10.1109/TG.2024.3485726","DOIUrl":"https://doi.org/10.1109/TG.2024.3485726","url":null,"abstract":"Cooperative multiagent reinforcement learning (CMARL) strategies are well known to be vulnerable to adversarial perturbations. Previous works on adversarial attacks have primarily focused on glass-box attacks that directly perturb the states or actions of victim agents, often in scenarios with a limited number of attacks. However, gaining complete access to victim agents in real-world environments is exceedingly difficult. To create more realistic adversarial attacks, we introduce a novel method that involves injecting traitor agents into the CMARL system. We model this problem as a traitor Markov decision process (TMDP), where traitors cannot directly attack the victim agents but can influence their formation or positioning through collisions. In TMDP, traitors are trained using the same MARL algorithm as the victim agents, with their reward function set as the negative of the victim agents' reward. Despite this, the training efficiency for traitors remains low because it is challenging for them to directly associate their actions with the victim agents' rewards. To address this issue, we propose the curiosity-driven adversarial attack (CuDA2) framework. CuDA2 enhances the efficiency and aggressiveness of attacks on the specified victim agents' policies while maintaining the optimal policy invariance of the traitors. Specifically, we employ a pretrained random network distillation module, where the extra reward generated by the RND module encourages traitors to explore states unencountered by the victim agents. Extensive experiments on various scenarios from SMAC demonstrate that our CuDA2 framework offers comparable or superior adversarial attack capabilities compared to other baselines.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 2","pages":"397-407"},"PeriodicalIF":1.7,"publicationDate":"2024-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144308312","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Toward Immersive Computational Storytelling: Card-Framework for Enhanced Persona-Driven Dialogues","authors":"Liao Bingli;Danilo Vasconcellos Vargas","doi":"10.1109/TG.2024.3466898","DOIUrl":"https://doi.org/10.1109/TG.2024.3466898","url":null,"abstract":"In the realm of role-playing games (RPGs), creating immersive, persona-driven dialogues remains a challenge, especially in intricate settings, such as <italic>Call of Cthulhu</i>. Existing methodologies often falter in portraying character personas within complex conversations accurately. To address this, we introduce a novel card-based framework, utilizing the advanced 7B language model for tailored dialogue generation. Guided by detailed scene settings and character personas, 7B language model exhibited a striking ability to craft context-aware dialogues for even unseen characters and scenarios. To assess the quality of these dialogues, we present an innovative metric, circumventing the traditional hurdles of human evaluations. Furthermore, insights into the attention mechanism shed light on the dynamics of information flow during dialogue creation. Collectively, our findings underscore the transformative potential of large language models in computational storytelling, particularly in RPG settings.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 2","pages":"384-396"},"PeriodicalIF":1.7,"publicationDate":"2024-09-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144308424","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"IEEE Computational Intelligence Society Information","authors":"","doi":"10.1109/TG.2024.3447396","DOIUrl":"https://doi.org/10.1109/TG.2024.3447396","url":null,"abstract":"","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 3","pages":"C3-C3"},"PeriodicalIF":1.7,"publicationDate":"2024-09-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10681216","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142235671","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"IEEE Transactions on Games Publication Information","authors":"","doi":"10.1109/TG.2024.3447400","DOIUrl":"https://doi.org/10.1109/TG.2024.3447400","url":null,"abstract":"","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 3","pages":"C2-C2"},"PeriodicalIF":1.7,"publicationDate":"2024-09-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10681204","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142235672","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Roberto Gallotta, Graham Todd, Marvin Zammit, Sam Earle, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis
{"title":"Large Language Models and Games: A Survey and Roadmap","authors":"Roberto Gallotta, Graham Todd, Marvin Zammit, Sam Earle, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis","doi":"10.1109/tg.2024.3461510","DOIUrl":"https://doi.org/10.1109/tg.2024.3461510","url":null,"abstract":"","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"25 1","pages":""},"PeriodicalIF":2.3,"publicationDate":"2024-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142252356","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Investigating Efficiency of Free-for-All Models in a Matchmaking Context","authors":"Emil Gensby;Bryan S. Weber;Anders H. Christiansen","doi":"10.1109/TG.2024.3459613","DOIUrl":"10.1109/TG.2024.3459613","url":null,"abstract":"We explore several popular (and unpopular) systems for matchmaking and ranking in free-for-all environments. The commonplace existing methods involve the reinterpretation of established two-player ranking systems (i.e., Elo/Glicko) and decomposing multiplayer games into a set of multiple one-versus-one pairings. This decomposition, while commonplace, is not part of the intended use-case of these two-player ranking systems. We are the first to formally explore this ad-hoc usage and reassuringly find evidence that it converges to correct values. Second, we identify a method that appears to dominate what appears to be the most common publicly used method. At the same time, this novel method maintains fidelity to many games for which there is no “second place,” whereas in other systems, second place winners are given a large boost in rankings. Third, some idiosyncrasies about the reward structure and distribution of each of the systems are identified, which may affect user experience and satisfaction. This system was tested by simulation and deployment in a real world matchmaking system with over 135 000 games played. Our tests suggest it converges on appropriate player rank at a similar or better rate as the most popular alternative.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 2","pages":"374-383"},"PeriodicalIF":1.7,"publicationDate":"2024-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142218412","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Framework for Predicting the Impact of Game Balance Changes Through Meta Discovery","authors":"Akash Saravanan;Matthew Guzdial","doi":"10.1109/TG.2024.3457822","DOIUrl":"10.1109/TG.2024.3457822","url":null,"abstract":"A metagame is a collection of knowledge that goes beyond the rules of a game. In competitive, team-based games, such as \u0000<italic>Pokémon</i>\u0000 or \u0000<italic>League of Legends</i>\u0000, it refers to the set of current dominant characters and/or strategies within the player base. Developer changes to the balance of the game can have drastic and unforeseen consequences on these sets of meta characters. A framework for predicting the impact of balance changes could aid developers in making more informed balance decisions. In this article, we present such a meta discovery framework, leveraging reinforcement learning for automated testing of balance changes. Our results demonstrate the ability to predict the outcome of balance changes in \u0000<italic>Pokémon Showdown</i>\u0000, a collection of competitive \u0000<italic>Pokémon</i>\u0000 tiers, with high accuracy.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 4","pages":"821-830"},"PeriodicalIF":1.7,"publicationDate":"2024-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142218414","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}