MiniDungeons is a simple turn-based roguelike puzzle game, implemented as a benchmark problem for modeling decision-making styles of human players. In every MiniDungeon level, the hero (controlled by the player) starts at the level's entrance and must navigate to the level exit while collecting treasures, killing monsters and drinking healing potions. The MiniDungeons game was created for two purposes: (a) to investigate how human players enact decision making styles in a simple game, and (b) to construct artificial agents able to represent such decision making styles. These artificial agents are identified as procedural personas and make decisions based on a utility (e.g. kill monsters, collect treasure, survive or speed run to the exit) specified by the human designer. The playtraces of such procedural personas can act as proxies of human playtraces during the design of game levels or new game rules. Moreover, the procedural personas can act as critics of an automated or mixed-initiative generator of new content (levels, rules) for MiniDungeons.
Christoffer Holmgard, Antonios Liapis, Julian Togelius and Georgios N. Yannakakis: "Evolving Personas for Player Decision Modeling," in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG), 2014. PDF BibTex
Antonios Liapis, Christoffer Holmgard, Georgios N. Yannakakis and Julian Togelius: "Procedural Personas as Critics for Dungeon Generation," in Applications of Evolutionary Computation, vol. 9028, LNCS. Springer, 2015. PDF BibTex
Christoffer Holmgard, Antonios Liapis, Julian Togelius and Georgios N. Yannakakis: "Generative Agents for Player Decision Modeling in Games," in Poster Proceedings of the 9th Conference on the Foundations of Digital Games, 2014. PDF BibTex
Christoffer Holmgard, Antonios Liapis, Julian Togelius and Georgios N. Yannakakis: "Personas versus Clones for Player Decision Modeling," in Proceedings of the International Conference on Entertainment Computing (ICEC), 2014. PDF BibTex
Antonios Liapis and Georgios N. Yannakakis: "Refining the Paradigm of Sketching in AI-Based Level Design," in Proceedings of the AAAI Artificial Intelligence for Interactive Digital Entertainment Conference, 2015. PDF BibTex