[PDF][PDF] Search based software engineering: A comprehensive analysis and review of trends techniques and applications

M Harman, SA Mansouri, Y Zhang - 2009 - crest.cs.ucl.ac.uk
In the past five years there has been a dramatic increase in work on Search Based Software
Engineering (SBSE), an approach to software engineering in which search based …

[图书][B] Handbook of approximation algorithms and metaheuristics

TF Gonzalez - 2007 - taylorfrancis.com
Delineating the tremendous growth in this area, the Handbook of Approximation Algorithms
and Metaheuristics covers fundamental, theoretical topics as well as advanced, practical …

Dungeons & replicants: automated game balancing via deep player behavior modeling

J Pfau, A Liapis, G Volkmar… - … IEEE Conference on …, 2020 - ieeexplore.ieee.org
Balancing the options available to players in a way that ensures rich variety and viability is a
vital factor for the success of any video game, and particularly competitive multiplayer …

Video game automated testing approaches: An assessment framework

A Albaghajati, M Ahmed - IEEE transactions on games, 2020 - ieeexplore.ieee.org
The video-game industry has recently grown from focused markets to mainstream. The
advancements the industry has been enjoying motivated researchers to propose techniques …

Dungeons & replicants II: automated game balancing across multiple difficulty dimensions via deep player behavior modeling

J Pfau, A Liapis, GN Yannakakis… - IEEE Transactions on …, 2022 - ieeexplore.ieee.org
Video game testing has become a major investment of time, labor, and expense in the game
industry. Particularly the balancing of in-game units, characters, and classes can cause long …

Measuring the level of difficulty in single player video games

MV Aponte, G Levieux, S Natkin - Entertainment Computing, 2011 - Elsevier
In this paper, we discuss the interest and the need to evaluate the difficulty of single player
video games. We first show the importance of difficulty, drawing from semiotics to explain the …

Evaluating competitive game balance with restricted play

A Jaffe, A Miller, E Andersen, YE Liu, A Karlin… - Proceedings of the …, 2012 - ojs.aaai.org
Game balancing is the fine-tuning phase in which a functioning game is adjusted to be
deep, fair, and interesting. Balancing is difficult and time-consuming, as designers must …

Automated game testing with icarus: Intelligent completion of adventure riddles via unsupervised solving

J Pfau, JD Smeddinck, R Malaka - Extended abstracts publication of the …, 2017 - dl.acm.org
With ICARUS, we introduce a framework for autonomous video game playing, testing, and
bug reporting. We report on the design rationale, the practical implementation, and its use in …

Automated gameplay testing and validation with curiosity-conditioned proximal trajectories

A Sestini, L Gisslén, J Bergdahl… - IEEE Transactions …, 2022 - ieeexplore.ieee.org
This article proposes a novel deep reinforcement learning algorithm to perform automated
analysis and detection of gameplay issues in complex 3-D navigation environments. The …

A co-evolutionary genetic algorithms approach to detect video game bugs

A Albaghajati, M Ahmed - Journal of Systems and Software, 2022 - Elsevier
Video games systems are known for their complexity, concurrency and non-determinism,
which makes them prone to challenging tacit bugs. Video games development is costly and …