Automatic difficulty management and testing in games using a framework based on behavior trees and genetic algorithms

Authors: Ciprian Paduraru, Miruna Paduraru

Accepted for publication in the IEEE Proceedings of The 24 International Conference on Engineering of Complex Computer Systems (ICECCS 2019)

Results of the summarizing process for the arXiv paper: 1909.04368v1

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The paper titled "Automatic Difficulty Management and Testing in Games Using a Framework Based on Behavior Trees and Genetic Algorithms" by authors Ciprian Paduraru and Miruna Paduraru addresses the crucial issue of agent behavior diversity in video games and virtual environments. The quality of these environments heavily relies on providing users with engaging experiences tailored to their individual skills. This research contributes valuable insights into enhancing agent behaviors in video games through automation and highlights the importance of balancing player engagement with technical optimization in virtual environments. In response to these challenges, the authors propose a novel framework that automates the creation of behaviors for game agents across different difficulty classes while ensuring sufficient diversity. By leveraging behavior trees and genetic algorithms, this framework streamlines the process of developing compelling agent behaviors without extensive manual intervention. Moreover, the paper also introduces automated testing mechanisms designed to identify defects in source code and potential logic exploits with reduced human effort. This dual-purpose approach not only enhances the overall user experience by offering diverse gameplay scenarios but also improves the efficiency of testing procedures within game development. Accepted for publication in the IEEE Proceedings of The 24th International Conference on Engineering of Complex Computer Systems (ICECCS 2019), this paper underscores the significance of innovative frameworks in advancing the field of game development.
AI-generated keywords: Automatic difficulty management behavior trees genetic algorithms agent behaviors video games

AI-generated Key Points

  • The paper addresses the issue of agent behavior diversity in video games and virtual environments
  • It emphasizes the importance of balancing player engagement with technical optimization in virtual environments
  • The authors propose a novel framework that automates the creation of behaviors for game agents across different difficulty classes while ensuring diversity
  • The framework leverages behavior trees and genetic algorithms to streamline the development process without extensive manual intervention
  • Automated testing mechanisms are introduced to identify defects in source code and potential logic exploits with reduced human effort
  • This dual-purpose approach enhances user experience by offering diverse gameplay scenarios and improves testing efficiency within game development
Also access our AI generated: Comprehensive summary, Lay summary, Blog-like article; or ask questions about this paper to our AI assistant.

Abstract: The diversity of agent behaviors is an important topic for the quality of video games and virtual environments in general. Offering the most compelling experience for users with different skills is a difficult task, and usually needs important manual human effort for tuning existing code. This can get even harder when dealing with adaptive difficulty systems. Our paper's main purpose is to create a framework that can automatically create behaviors for game agents of different difficulty classes and enough diversity. In parallel with this, a second purpose is to create more automated tests for showing defects in the source code or possible logic exploits with less human effort.

Submitted to arXiv on 10 Sep. 2019

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