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Author

Pieter Spronck

Other affiliations: Maastricht University
Bio: Pieter Spronck is an academic researcher from Tilburg University. The author has contributed to research in topics: Game design & Game mechanics. The author has an hindex of 25, co-authored 118 publications receiving 2289 citations. Previous affiliations of Pieter Spronck include Maastricht University.


Papers
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Proceedings Article
22 Oct 2008
TL;DR: This paper puts forward Monte-Carlo Tree Search as a novel, unified framework to game AI, and demonstrates that it can be applied effectively to classic board- games, modern board-games, and video games.
Abstract: Classic approaches to game AI require either a high quality of domain knowledge, or a long time to generate effective AI behaviour. These two characteristics hamper the goal of establishing challenging game AI. In this paper, we put forward Monte-Carlo Tree Search as a novel, unified framework to game AI. In the framework, randomized explorations of the search space are used to predict the most promising game actions. We will demonstrate that Monte-Carlo Tree Search can be applied effectively to (1) classic board-games, (2) modern board-games, and (3) video games.

336 citations

Journal ArticleDOI
TL;DR: It is concluded that dynamic scripting can be successfully applied to the online adaptation of game AI in commercial computer games by implementing the technique in the game Neverwinter Nights.
Abstract: Online learning in commercial computer games allows computer-controlled opponents to adapt to the way the game is being played. As such it provides a mechanism to deal with weaknesses in the game AI, and to respond to changes in human player tactics. We argue that online learning of game AI should meet four computational and four functional requirements. The computational requirements are speed, effectiveness, robustness and efficiency. The functional requirements are clarity, variety, consistency and scalability. This paper investigates a novel online learning technique for game AI called `dynamic scripting', that uses an adaptive rulebase for the generation of game AI on the fly. The performance of dynamic scripting is evaluated in experiments in which adaptive agents are pitted against a collection of manually-designed tactics in a simulated computer roleplaying game. Experimental results indicate that dynamic scripting succeeds in endowing computer-controlled opponents with adaptive performance. To further improve the dynamic-scripting technique, an enhancement is investigated that allows scaling of the difficulty level of the game AI to the human player's skill level. With the enhancement, dynamic scripting meets all computational and functional requirements. The applicability of dynamic scripting in state-of-the-art commercial games is demonstrated by implementing the technique in the game Neverwinter Nights. We conclude that dynamic scripting can be successfully applied to the online adaptation of game AI in commercial computer games.

274 citations

Book ChapterDOI
11 May 2009
TL;DR: It is shown that MCTS can be adapted successfully to multi-agent environments, and the results show that the agent has a considerable playing strength when compared to game implementation with existing heuristics.
Abstract: Games are considered important benchmark opportunities for artificial intelligence research. Modern strategic board games can typically be played by three or more people, which makes them suitable test beds for investigating multi-player strategic decision making. Monte-Carlo Tree Search (MCTS) is a recently published family of algorithms that achieved successful results with classical, two-player, perfect-information games such as Go. In this paper we apply MCTS to the multi-player, non-deterministic board game Settlers of Catan. We implemented an agent that is able to play against computer-controlled and human players. We show that MCTS can be adapted successfully to multi-agent environments, and present two approaches of providing the agent with a limited amount of domain knowledge. Our results show that the agent has a considerable playing strength when compared to game implementation with existing heuristics. So, we may conclude that MCTS is a suitable tool for achieving a strong Settlers of Catan player.

111 citations

Proceedings ArticleDOI
29 Sep 2011
TL;DR: It is concluded that a video game can be used to create an adequate personality profile of a player.
Abstract: In this paper we investigate whether a personality profile can be determined by observing a player's behavior in a game. Five personality traits are used to define a personality profile. They are adopted from the Five Factor Model of personality. The five traits are measured by the NEO-PI-R questionnaire. For our purpose, we developed a game module for the game Neverwinter Nights. The module automatically stores a player's behavioral data. Experimental trials were run measuring the behavior of 44 participants. The experiment produced game behavior scores for 275 game variables per player. Correlation analysis shows relationships between all five personality traits and the video game data. From these results, we may conclude that a video game can be used to create an adequate personality profile of a player.

93 citations

Journal ArticleDOI
TL;DR: An overview of player behavioural modelling for video games is provided by detailing four distinct approaches, namely (1) modelling player actions, (2) modellingPlayer tactics, (3) modelling Player strategies, and (4) player profiling.

91 citations


Cited by
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Journal ArticleDOI
TL;DR: A survey of the literature to date of Monte Carlo tree search, intended to provide a snapshot of the state of the art after the first five years of MCTS research, outlines the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarizes the results from the key game and nongame domains.
Abstract: Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work.

2,682 citations

Book
01 Jan 1901

2,681 citations

01 Jan 2016
TL;DR: The flow the psychology of optimal experience is universally compatible with any devices to read as mentioned in this paper and is available in our digital library an online access to it is set as public so you can get it instantly.
Abstract: Thank you very much for downloading flow the psychology of optimal experience. As you may know, people have search numerous times for their chosen readings like this flow the psychology of optimal experience, but end up in infectious downloads. Rather than reading a good book with a cup of tea in the afternoon, instead they juggled with some harmful bugs inside their desktop computer. flow the psychology of optimal experience is available in our digital library an online access to it is set as public so you can get it instantly. Our digital library saves in multiple countries, allowing you to get the most less latency time to download any of our books like this one. Merely said, the flow the psychology of optimal experience is universally compatible with any devices to read.

1,993 citations