Combining Gameplay Data with Monte Carlo Tree Search to Emulate Human Play
Open accessAbstract
Monte Carlo Tree Search (MCTS) has become a popular solution for controlling non-player characters. Its use has repeatedly been shown to be capable of creating strong game playing opponents. However, the emergent playstyle of agents using MCTS is not necessarily human-like, believable or enjoyable. AI Factory Spades, currently the top rated Spades game in the Google Play store, uses a variant of MCTS to control non-player characters. In collaboration with the developers, we collected gameplay data from 27,592 games and showed in a previous study that the playstyle of human players significantly differed from that of the non-player characters. This paper presents a method of biasing MCTS using human gameplay data to create Spades playing agents that emulate human play whilst maintaining a strong, competitive performance. The methods of player modelling and biasing MCTS presented in this study are generally applicable to digital games with discrete actions.
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The widely used UCT selection formula often produces inhuman game-move choices.
“the commonly used selection formula, Upper Confidence Bound for Trees (UCT), frequently leads to inhuman choices for game moves (Devlin et al. 2016).”
From Expressive Response Curves: Testing Expressive Game Feel with A* (2023) · cites this paper as Devlin et al. 2016
The Monte Carlo Tree Search section calls UCT one of the most commonly used tree policies. The Biasing Monte Carlo Tree Search section shows that move choices by the baseline ISMCTS agent differed from human choices and became more human-like when its UCT score was biased. It does not establish that the UCT formula itself frequently causes inhuman moves across games; the measured comparison is for Spades agents. (LLM, conf=0.85)
Experimental — accuracy not yet measuredAutomated playtesting research has mostly targeted generated levels, game balance, and imitation of human decision-making.
“Automated playtesting for games has largely been focused on evaluating generated levels (Liapis et al. 2015;Powley et al. 2016;Holmgård et al. 2018) and game balance (Zook, Harrison, and Riedl 2015;Pfau et al. 2020Pfau et al. , 2022) ) and emulating human decision making (Devlin et al. 2016;Holmgård et al. 2016).”
From Expressive Response Curves: Testing Expressive Game Feel with A* (2023) · cites this paper as Devlin et al. 2016
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Research works printed but not linked: 27
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Cited by
Sorted by citations
Automated Playtesting With Procedural Personas Through MCTS With Evolved Heuristics
Holmgard, C., Green, M. C., Liapis, A., & Togelius, J. (2019) · IEEE Transactions on Games · doi:10.1109/tg.2018.2808198 · Cited by 125 · see citing works
Human-Like Playtesting with Deep Learning
Gudmundsson, S. F., Eisen, P., Poromaa, E., Nodet, A., Purmonen, S., Kozakowski, B., Meurling, R., & Cao, L. (2018) · 2018 IEEE Conference on Computational Intelligence and Games (CIG) · doi:10.1109/cig.2018.8490442 · Cited by 90 · see citing works
Expressive Response Curves: Testing Expressive Game Feel with A*
Junius, N., & Carstensdottir, E. (2023) · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · doi:10.1609/aiide.v19i1.27524
- Authors
- Devlin, S., Anspoka, A., Sephton, N., Cowling, P., & Rollason, J.
- Affiliations
- University of York (GB)
- AI Factory (United Kingdom) (GB)
- Venue
- Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
- Published
- 2016-10-08
- Volume
- 12
- Issue
- 1
- Pages
- 16-22
- ISSN
- 2326-909X (ISSN-L)
- 2334-0924
- OpenAlex
- W2733971344
- Cited by
- 28
- References
- 0
- Citations by year
- 2025: 1 · 2024: 2 · 2023: 3 · 2021: 4 · 2020: 4 · 2019: 7 · 2018: 7
- FWCI
- 2.51
- Type
- conference paper
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (publishedVersion)
- AAAI Publications (The Association for the Advancement of Artificial Intelligence (AAAI)) (submittedVersion)
- Funders
- Arts and Humanities Research Council (EP/M023265/1)
- Engineering and Physical Sciences Research Council (EP/M023265/1)
- Topics
- Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
- Physical Sciences › Computer Science › Artificial Intelligence › Reinforcement Learning in Robotics
- Physical Sciences › Computer Science › Artificial Intelligence › AI-based Problem Solving and Planning
- Keywords
- Monte Carlo tree search, Spades, non-player characters, game AI
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