Search Results for author: Fernando De Mesentier Silva

Found 8 papers, 1 papers with code

Automated Graph Genetic Algorithm based Puzzle Validation for Faster Game Design

no code implementations17 Feb 2023 Karine Levonyan, Jesse Harder, Fernando De Mesentier Silva

Creating new puzzles requires guaranteeing that they are solvable and interesting to players, both of which require significant time from the designers.

Combinatorial Optimization

Collusion Detection in Team-Based Multiplayer Games

no code implementations10 Mar 2022 Laura Greige, Fernando De Mesentier Silva, Meredith Trotter, Chris Lawrence, Peter Chin, Dilip Varadarajan

In the context of competitive multiplayer games, collusion happens when two or more teams decide to collaborate towards a common goal, with the intention of gaining an unfair advantage from this cooperation.

The Many AI Challenges of Hearthstone

no code implementations15 Jul 2019 Amy K. Hoover, Julian Togelius, Scott Lee, Fernando De Mesentier Silva

Games have benchmarked AI methods since the inception of the field, with classic board games such as Chess and Go recently leaving room for video games with related yet different sets of challenges.

Board Games Card Games

Evolving the Hearthstone Meta

no code implementations2 Jul 2019 Fernando de Mesentier Silva, Rodrigo Canaan, Scott Lee, Matthew C. Fontaine, Julian Togelius, Amy K. Hoover

Balancing an ever growing strategic game of high complexity, such as Hearthstone is a complex task.

Mapping Hearthstone Deck Spaces through MAP-Elites with Sliding Boundaries

1 code implementation24 Apr 2019 Matthew C. Fontaine, Scott Lee, L. B. Soros, Fernando De Mesentier Silva, Julian Togelius, Amy K. Hoover

Quality diversity (QD) algorithms such as MAP-Elites have emerged as a powerful alternative to traditional single-objective optimization methods.

Winning Isn't Everything: Enhancing Game Development with Intelligent Agents

no code implementations25 Mar 2019 Yunqi Zhao, Igor Borovikov, Fernando De Mesentier Silva, Ahmad Beirami, Jason Rupert, Caedmon Somers, Jesse Harder, John Kolen, Jervis Pinto, Reza Pourabolghasem, James Pestrak, Harold Chaput, Mohsen Sardari, Long Lin, Sundeep Narravula, Navid Aghdaie, Kazi Zaman

We discuss two fundamental metrics based on which we measure the human-likeness of agents, namely skill and style, which are multi-faceted concepts with practical implications outlined in this paper.

Exploring Gameplay With AI Agents

no code implementations16 Nov 2018 Fernando de Mesentier Silva, Igor Borovikov, John Kolen, Navid Aghdaie, Kazi Zaman

The process of playtesting a game is subjective, expensive and incomplete.

Cannot find the paper you are looking for? You can Submit a new open access paper.