Output list
Book chapter
Deceptive Algorithms in Massive Multiplayer Online Role Playing Games (MMOs)
Published 2025
Serious Games, 414 - 420
This paper proposes using a text-based dungeon crawler adventure as a case study to explore the methods to implement deception in video games. The study proposes a framework for integrating deception into gameplay, leveraging the alignment system from Dungeons and Dragons to define character behavior and motivation. The proposed approach would create an environment that allows researchers to observe AI-controlled characters in a dynamically generated environment that leverages LLMs. The framework is designed to address the issue of monotony in current games by training a deceptive agent, or villain, to recognize and exploit player beliefs and intentions. This adds complexity and depth to the gaming experience, making it more engaging and dynamic. Future research directions include integrating human players into the game environment and transitioning to 3-D gaming platforms, potentially leading to more immersive experiences, particularly in massive multiplayer online role-playing games (MMORPGs). By exploring the intersection of AI, deception, and gaming, this paper contributes to the evolving interactive entertainment landscape, paving the way for more sophisticated and captivating game experiences.
Book chapter
The Design and Implementation of Biological Evolution as a Video Game Mechanic
Published 01/01/2023
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 67 - 76
Video games have the potential to help teach evolutionary biology, but most commercial games misrepresent evolutionary principles by allowing player choice to dictate evolutionary trajectories. Our game studio aims to incorporate scientifically accurate evolutionary models into gameplay mechanics. In our previous games Darwin’s Demons and Project Hastur, we designed digital genomes and implemented evolutionary models to create enemy populations that adapt to player strategies. However, accurately simulating evolution can sometimes conflict with crafting an enjoyable game. Here we examine balancing scientific realism with fun in the game design process. Using experimental data from Project Hastur, we show enemies evolve increased size and sensory abilities to counter player defenses, demonstrating the game mechanic’s adaptive capabilities. We discuss how mutation rates, population sizes, generation times and other parameters can be adjusted to balance accuracy and enjoyment, with the goal of creating engaging games that reinforce and demonstrate, rather than misrepresent, evolutionary principles.
Book chapter
Solution Stability in Evolutionary Computation
Published 09/14/2022
Proceedings of The 17th International Symposium on Computer and Information Sciences
Book chapter
Ensemble Classifiers: AdaBoost and Orthogonal Evolution of Teams
Published 2010
Genetic Programming Theory and Practice VIII, 8, 55 - 69
Book chapter
Crossover and Sampling Biases on Nearly Uniform Landscapes
Published 2009
Genetic Programming Theory and Practice VI, 75 - 89
Genetic Programming Theory and Practice Workshop (GPTP), 2008, 02/15/2008–03/17/2008, Ann Arbor, Michigan
Book chapter
Genetic Programming: Theory and Practice an Introduction to Volume VI
Published 2009
Genetic Programming Theory and Practice VI, 1 - 18
Genetic Programming Theory and Practice Workshop (GPTP), 2008, 02/15/2008–03/17/2008, Ann Arbor, Michigan
Book chapter
The evolution of size and shape
Published 1999
Advances in Genetic Programming, 162 - 191