Generating Diverse and Competitive Play-Styles for Strategy Games
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Abstract (arXiv)
Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like strategy games. These require the AI to deal with large action spaces, long-term planning and partial observability, among other well-known factors that make decision-making a hard problem. On top of this, achieving distinct play-styles using a general algorithm without reducing playing strength is not trivial. In this paper, we propose Portfolio Monte Carlo Tree Search with Progressive Unpruning for playing a turn-based strategy game (Tribes) and show how it can be parameterized so a quality-diversity algorithm (MAP-Elites) is used to achieve different play-styles while keeping a competitive level of play. Our results show that this algorithm is capable of achieving these goals even for an extensive collection of game levels beyond those used for training.
Key facts. Cited by 6 papers in the map (data through 7 Oct 2026). Builds on 8 of its 28 references that are in the map. First posted on arXiv 17 Apr 2021.
Builds on
8 of 28 references.
References · 8
- 2013Playing Atari with Deep Reinforcement Learningcited by 3,211
- 2015Illuminating search spaces by mapping elitescited by 406
- 2018General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithmscited by 45
- 2018Talakat: Bullet Hell Generation through Constrained Map-Elitescited by 26
- 2019Diverse Agents for Ad-Hoc Cooperation in Hanabicited by 17
- 2020Rolling Horizon Evolutionary Algorithms for General Video Game Playingcited by 9
- 2017Asymmetric Action Abstractions for Multi-Unit Control in Adversarial Real-Time Gamescited by 3
- 2019Efficient Evolutionary Methods for Game Agent Optimisation: Model-Based is Bestcited by 3
Built on by
Citing papers per year: 2021: 1; 2022: 5.
6 papers.
- 2022Generative Personas That Behave and Experience Like Humanscited by 7
- 2022Online Damage Recovery for Physical Robots with Hierarchical Quality-Diversitycited by 7
- 2022Hierarchical Quality-Diversity for Online Damage Recoverycited by 5
- 2022Tackling Neural Architecture Search With Quality Diversity Optimizationcited by 3
- 2021Adapting Procedural Content Generation to Player Personas Through Evolutioncited by 2
- 2022Elastic Monte Carlo Tree Search with State Abstraction for Strategy Game Playingcited by 1
- 2022Online Damage Recovery for Physical Robots with Hierarchical Quality-Diversity18 Oct 2022
- 2022Generative Personas That Behave and Experience Like Humans26 Aug 2022
- 2022Tackling Neural Architecture Search With Quality Diversity Optimization30 Jul 2022
- 2022Elastic Monte Carlo Tree Search with State Abstraction for Strategy Game Playing30 May 2022
- 2022Hierarchical Quality-Diversity for Online Damage Recovery12 Apr 2022
- 2021Adapting Procedural Content Generation to Player Personas Through Evolution7 Dec 2021