Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology 2005
DOI: 10.1145/1178477.1178572
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Game design through self-play experiments

Abstract: The application of self-play experiments to computer games was pioneered by Thompson in 1982 with his chess machine BELLE. Since then the technique has been widely used in a variety of games to train artificial players employing a range of artificial neural network architectures. Of particular note is the TD-learning Backgammon program of Tesauro developed in 1995. When developing artificial game players that learn by experience, it is generally possible to accelerate the training process through selfplay. Com… Show more

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Cited by 5 publications
(2 citation statements)
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“…Also research in AI has investigated human entertainment models for measuring qualitative factors such as challenge and curiosity (Yannakakis & Hallam, 2006) and approaches for analyzing and reasoning about the user experience when interacting with virtual environments (Yang, Marsh, & Shahabi, 2005). Recently self-playing experiments have been applied to computer games with the aim of modeling the integrity and fairness in rudimentary computer games, assisting the game design (Macleod, 2005). Denzinger et al (2004) have applied similar systems to a complex game (FIFA-99) showing how their agents, employing a genetic algorithm (GA), were able to find faults in the game mechanics.…”
Section: Human Entertainment and Computer Gamesmentioning
confidence: 99%
“…Also research in AI has investigated human entertainment models for measuring qualitative factors such as challenge and curiosity (Yannakakis & Hallam, 2006) and approaches for analyzing and reasoning about the user experience when interacting with virtual environments (Yang, Marsh, & Shahabi, 2005). Recently self-playing experiments have been applied to computer games with the aim of modeling the integrity and fairness in rudimentary computer games, assisting the game design (Macleod, 2005). Denzinger et al (2004) have applied similar systems to a complex game (FIFA-99) showing how their agents, employing a genetic algorithm (GA), were able to find faults in the game mechanics.…”
Section: Human Entertainment and Computer Gamesmentioning
confidence: 99%
“…Alasdair Macleod studied gameplay testing of Perudo, a bidding dice game, simulating plays with a multi-agent system [13]. He wanted to modify Perudo's gameplay to make it more fair, and added a rule he thought it would help loosing players to stay in the game.…”
Section: Related Work: Testing With a Synthetic Playermentioning
confidence: 99%