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\n\n \n \n \n \n \n Reinforcement Learning with Temporal Logic Specifications for Regression Testing NPCs in Video Games.\n \n \n \n\n\n \n Gutierrez-Sanchez, P.; Gomez-Martin, M., A.; Gonzalez-Calero, P., A.; and Gomez-Martin, P., P.\n\n\n \n\n\n\n In
IEEE Conference on Computatonal Intelligence and Games, CIG, 2023. \n
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@inproceedings{\n title = {Reinforcement Learning with Temporal Logic Specifications for Regression Testing NPCs in Video Games},\n type = {inproceedings},\n year = {2023},\n id = {edc8ea34-fd53-3169-b3a0-c0593e7d9138},\n created = {2024-04-30T05:15:13.057Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {8d2b17fe-88c2-3a9d-8e3e-d28b5b0a4c90},\n last_modified = {2024-04-30T05:15:13.057Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Reinforcement learning (RL) is a promising strategy for the development of autonomous agents in various control and optimization contexts, including the generation of autonomous players in video games. However, designing these agents, and in particular their reward functions to perform sequential decision-making, can be challenging for most users and often require tedious trial-and-error processes until a satisfactory result is obtained. Consequently, these strategies are generally beyond reach for designers and quality control teams, who could potentially make use of them to generate automatic testing agents. This paper presents the application of reinforcement learning and behavioral descriptions given through a formal temporal logic task specification language (TLTL) for the design of NPCs that can be employed as surrogates for the player in such contexts. We argue that these techniques enable designers to naturally specify the way in which they would expect the final player to interact with a level and then generate a test that automatically verifies whether this strategy continues to be feasible throughout the development of the game. We include a series of experiments conducted on a custom 3D test environment developed in Unity3D that show that the proposed methodology provides a simple mechanism for training NPCs in settings that are commonly encountered in modern video games.},\n bibtype = {inproceedings},\n author = {Gutierrez-Sanchez, Pablo and Gomez-Martin, Marco A. and Gonzalez-Calero, Pedro A. and Gomez-Martin, Pedro P.},\n doi = {10.1109/CoG57401.2023.10333208},\n booktitle = {IEEE Conference on Computatonal Intelligence and Games, CIG}\n}
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\n Reinforcement learning (RL) is a promising strategy for the development of autonomous agents in various control and optimization contexts, including the generation of autonomous players in video games. However, designing these agents, and in particular their reward functions to perform sequential decision-making, can be challenging for most users and often require tedious trial-and-error processes until a satisfactory result is obtained. Consequently, these strategies are generally beyond reach for designers and quality control teams, who could potentially make use of them to generate automatic testing agents. This paper presents the application of reinforcement learning and behavioral descriptions given through a formal temporal logic task specification language (TLTL) for the design of NPCs that can be employed as surrogates for the player in such contexts. We argue that these techniques enable designers to naturally specify the way in which they would expect the final player to interact with a level and then generate a test that automatically verifies whether this strategy continues to be feasible throughout the development of the game. We include a series of experiments conducted on a custom 3D test environment developed in Unity3D that show that the proposed methodology provides a simple mechanism for training NPCs in settings that are commonly encountered in modern video games.\n
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\n\n \n \n \n \n \n Diseño iterativo y colaborativo de Educational Escape Rooms en el Museo Nacional de Ciencias Naturales.\n \n \n \n\n\n \n Gutiérrez-Sánchez, P.; Camps-Ortueta, I.; Gómez-Martín, P., P.; and González-Calero, P., A.\n\n\n \n\n\n\n In
CEUR Workshop Proceedings, volume 3599, 2023. \n
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@inproceedings{\n title = {Diseño iterativo y colaborativo de Educational Escape Rooms en el Museo Nacional de Ciencias Naturales},\n type = {inproceedings},\n year = {2023},\n volume = {3599},\n id = {32271a4e-e2e7-3347-97f7-501cad72dfb7},\n created = {2024-04-30T05:15:13.318Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {8d2b17fe-88c2-3a9d-8e3e-d28b5b0a4c90},\n last_modified = {2024-04-30T05:15:13.318Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {This article describes the 3 iterations that took place during the development of an Educational Escape Room at the National Museum of Natural Sciences that aimed to draw students’ attention to the impact of our consumption habits on the loss of Biodiversity. The game designers collaborated with primary and secondary school teachers and museum educators to find good design solutions to bring students closer to the acquisition of concepts such as Biodiversity and connect them to their daily lives, understanding that their actions have an impact.},\n bibtype = {inproceedings},\n author = {Gutiérrez-Sánchez, Pablo and Camps-Ortueta, Irene and Gómez-Martín, Pedro P. and González-Calero, Pedro A.},\n booktitle = {CEUR Workshop Proceedings}\n}
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\n This article describes the 3 iterations that took place during the development of an Educational Escape Room at the National Museum of Natural Sciences that aimed to draw students’ attention to the impact of our consumption habits on the loss of Biodiversity. The game designers collaborated with primary and secondary school teachers and museum educators to find good design solutions to bring students closer to the acquisition of concepts such as Biodiversity and connect them to their daily lives, understanding that their actions have an impact.\n
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