A detailed illustrative example of how modelling human players using AIs can bias the obtained outcomes based on published data for the game StarCraft II (Blizzard 2010). The example conclusively shows the need for uncertainty handling in simulation-based game-related optimisation.The example is based on an algorithm for StarCraft II winner prediction as published in [VPB18] with my co-authors Mike Preuss and Mathias K. Bonde. The analysis presented in this paper was however not published yet and is based on newly generated results from different datasets. The example also profited from discussion with Boris Naujoks.
CHAPTER 1. INTRODUCTION
Game-Benchmark for Evolutionary AlgorithmsAn extension of the existing COCO benchmarking framework for numerical black-box optimisation 3 that introduces two new functions suites based on game optimisation problems. The benchmark code, results and further information is freely available 4 . Two workshops around the benchmark were also organised for GECCO 2018 and 2019 in collaboration with Tea Tušar, Boris Naujoks and Pascal Kerschke. The interface for the new functions to the existing framework was implemented by Tea Tušar.The new function suites are based on two previous publications. The first is an optimisation problem for cards in TopTrumps that was introduced to demonstrate the feasibility of automatic game balancing with and without surrogate models in collaboration with Boris Naujoks and Günter Rudolph in [VRN16]. The second function suite is based on a significantly extended version of a procedural content generation technique for Super Mario Bros. levels proposed in [Vol+18] developed with SAPEO Algorithm SAPEO, an algorithm designed for the robust optimisation of games and similar complex simulation-based real-world problems. The algorithm is extensively evaluated theoretically and empirically. Benchmarks on artificial functions do attest SAPEO robust performance, especially for complex functions. However, we were not able to obtain a meaningful interpretation of the algorithm's performance on the game benchmark.Previous versions of SAPEO have been published for both single-and multi-objective optimisation problems in [VRN17a] and [VRN17b] in collaboration with Günter Rudolph and Boris Naujoks 6 . The version of SAPEO proposed in this thesis is however improved based on findings from previous publications and extended by model validation features as suggested by Alma Rahat. The results presented in this thesis are thus novel and not previously published. The theoretical performance assessment was supported by Michael Emmerich in context of a short term scientific mission 7 .