HackerPapers

arXiv:1908.01423cs.AI

Monte-Carlo Tree Search for Simulation-based Strategy Analysis

Alexander Zook, Brent Harrison, Mark O. Riedl

HN submission. Found in a submission link or body. Submitters do not count as commenters in the main ranking; a submission is not an endorsement.

Abstract

Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be time-consuming and of limited effectiveness in exhausting the space of possible behaviors. In this paper, we propose the use of automated planning agents to simulate humans of varying skill levels to generate game playthroughs. Metrics can then be gathered from these playthroughs to evaluate the current game design and identify its potential flaws. We demonstrate this technique in two games: the popular word game Scrabble and a collectible card game of our own design named Cardonomicon. Using these case studies, we show how using simulated agents to model humans of varying skill levels allows us to extract metrics to describe game balance (in the case of Scrabble) and highlight potential design flaws (in the case of Cardonomicon).

arXiv comments
Journal reference
DOI
Subjects
cs.AIArtificial Intelligence

On Hacker News

No comments linking this paper were found in the collected sources. Found in 1 HN submission from Aug 2019 to Aug 2019. Open submission discussions.

Comments linking this paper, per year.

Discussed in comments0 threads

No comments linking this paper were found in the collected sources. Open submission discussions.

Submitted to Hacker News

Connected through shared HN threads, not inferred similarity or a recommendation.