Strategies for Using Proximal Policy Optimization in Mobile Puzzle Games
- Jeppe Theiss Kristensen,
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Research
Peer-reviewOpen access
Abstract
While traditionally a labour intensive task, the testing of game content is progressively becoming more automated.
Among the many directions in which this automation is taking shape, automatic play-testing is one of the most promising thanks also to advancements of many supervised and reinforcement learning (RL) algorithms.
However these type of algorithms, while extremely powerful, often suffer in production environments due to issues with reliability and transparency in their training and usage.
In this research work we are investigating and evaluating strategies to apply the popular RL method Proximal Policy Optimization (PPO) in a casual mobile puzzle game with a specific focus on improving its reliability in training and generalization during game playing.
We have implemented and tested a number of different strategies against a real-world mobile puzzle game (Lily's Garden from Tactile Games).
We isolated the conditions that lead to a failure in either training or generalization during testing and we identified a few strategies to ensure a more stable behaviour of the algorithm in this game genre.
Among the many directions in which this automation is taking shape, automatic play-testing is one of the most promising thanks also to advancements of many supervised and reinforcement learning (RL) algorithms.
However these type of algorithms, while extremely powerful, often suffer in production environments due to issues with reliability and transparency in their training and usage.
In this research work we are investigating and evaluating strategies to apply the popular RL method Proximal Policy Optimization (PPO) in a casual mobile puzzle game with a specific focus on improving its reliability in training and generalization during game playing.
We have implemented and tested a number of different strategies against a real-world mobile puzzle game (Lily's Garden from Tactile Games).
We isolated the conditions that lead to a failure in either training or generalization during testing and we identified a few strategies to ensure a more stable behaviour of the algorithm in this game genre.
Publication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Research
Peer-reviewOriginal language
EnglishPublication milestones
- Accepted/In press - 2020
- Published - 2020
Publication status
Published - 2020
Publisher
Association for Computing Machinery, United StatesISBN (Electronic)
9781450388078Host publication title
Proceedings of the International Conference on the Foundations of Digital GamesAccess to documents
Accepted author manuscript, 5.38 MB
Related Event
Title
International Conference on the Foundations of Digital Games
Event type
ConferenceDegree of recognition
International eventDate
16/09/2020 - 18/09/2020Location
MaltaBugibbaMalta
