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)

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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