Title
Generating heuristics for novice players.
Abstract
We consider the problem of generating compact sub-optimal game-playing heuristics that can be understood and easily executed by novices. In particular, we seek to find heuristics that can lead to good play while at the same time be expressed as fast and frugal trees or short decision lists. This has applications in automatically generating tutorials and instructions for playing games, but also in analyzing game design and measuring game depth. We use the classic game Blackjack as a testbed, and compare condition induction with the RIPPER algorithm, exhaustive-greedy search in statement space, genetic programming and axis-aligned search. We find that all of these methods can find compact well-playing heuristics under the given constraints, with axis-aligned search performing particularly well.
Year
Venue
Field
2016
IEEE Conference on Computational Intelligence and Games
Decision tree,Simulation,Computer science,Decision list,Testbed,Game design,Genetic programming,Heuristics,Artificial intelligence,Social heuristics,Machine learning
DocType
ISSN
Citations 
Conference
2325-4270
0
PageRank 
References 
Authors
0.34
0
4
Name
Order
Citations
PageRank
Fernando de Mesentier Silva1175.61
Aaron Isaksen2585.94
Julian Togelius32765219.94
Andy Nealen400.34