Tobias Mahlmann

Tobias Mahlmann
Lund University | LU · Lund University Cognitive Science

Doctor of Philosophy

About

21
Publications
45,557
Reads
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626
Citations
Additional affiliations
June 2015 - June 2017
Lund University
Position
  • PostDoc Position
November 2009 - November 2012
IT University of Copenhagen
Position
  • PhD Student

Publications

Publications (21)
Preprint
Full-text available
Multiplayer Online Battle Area (MOBA) games are a recent huge success both in the video game industry and the international eSports scene. These games encourage team coordination and cooperation, short and long-term planning, within a real-time combined action and strategy gameplay. Artificial Intelligence and Computational Intelligence in Games re...
Article
Multiplayer Online Battle Area (MOBA) games are a recent huge success both in the video game industry and the international eSports scene. These games encourage team coordination and cooperation, short and long-term planning, within a real-time combined action and strategy gameplay. Artificial Intelligence and Computational Intelligence in Games re...
Article
Full-text available
Models of intrinsic motivation present an important means to produce sensible behaviour in the absence of extrinsic rewards. Applications in video games are varied, and range from intrinsically motivated general game-playing agents to non-player characters such as companions and enemies. The information-theoretic quantity of Empowerment is a partic...
Article
We address the problem of playing turn-based multi-action adversarial games, which include many strategy games with extremely high branching factors as players take multiple actions each turn. This leads to the breakdown of standard tree search methods, including Monte Carlo Tree Search (MCTS), as they become unable to reach a sufficient depth in t...
Conference Paper
We present Online Evolution, a novel method for playing turn-based multi-action adversarial games. Such games, which include most strategy games, have extremely high branching factors due to each turn having multiple actions. In Online Evolution, an evolutionary algorithm is used to evolve the combination of atomic actions that make up a single mov...
Conference Paper
Multiplayer Online Battle Arena (MOBA) games are among the most played digital games in the world. In these games, teams of players fight against each other in arena environments, and the gameplay is focused on tactical combat. Mastering MOBAs requires extensive practice, as is exemplified in the popular MOBA Defence of the Ancients 2 (DotA 2). In...
Conference Paper
Full-text available
Esports is computer games played in a competitive environment, and analytics in this domain is focused on player and team behavior. Multiplayer Online Battle Arena (MOBA) games are among the most played digital games in the world. In these games, teams of players fight against each other in enclosed arena environments, with a complex gameplay focus...
Conference Paper
Full-text available
Procedural Content Generation in Games (PCG) is a thriving field of research and application. Recent presented examples range from levels, stories and race tracks to complete rulesets for games. However, there is not much research to date on procedural 3D modeling of caves, and similar enclosed natural spaces. In this paper, we present a modular pi...
Chapter
Full-text available
This chapter addresses the understudied question of how to create AI that plays strategy games, through building and comparing AI for general strategy game playing. The chapter enumerates a series of common characteristics of such a game. Many strategy games can be played in multiplayer mode, where human players compete with each other for dominati...
Conference Paper
Full-text available
We present initial research regarding a system capable of generating novel card games. We furthermore propose a method for computationally analysing existing games of the same genre. Ultimately, we present a formalisation of card game rules, and a context-free grammar G cardgame capable of expressing the rules of a large variety of card games. Exam...
Conference Paper
Full-text available
In this paper we use the popular card game Dominion as a complex test-bed for the generation of interesting and balanced game rules. Dominion is a trading-card-like game where each card type represents a different game mechanic. Each playthrough only features ten different cards, the selection of which can form a new game each time. We compare and...
Conference Paper
Full-text available
We describe a search-based map generator for the classic real-time strategy game Dune 2. The generator is capable of creating playable maps in seconds, which can be used with a partial recreation of Dune 2 that has been implemented using the Strategy Game Description Language. Map genotypes are represented as low-resolution matrices, which are then...
Conference Paper
Full-text available
The Strategy Game Description Game Language (SGDL) is intended to become a complete description of all aspects of strategy games, including rules, parameters, scenarios, maps, and unit types. Our aim is to be able to model a wide variety of strategy games, simple ones as well as complex commercially available titles. In our previous work [1] we int...
Conference Paper
Full-text available
The Strategy Game Description Game Language (SGDL) is intended to become a complete description of all aspects of strategy games, including rules, parameters, scenarios, maps, and unit types. One of the main envisioned uses of SGDL, in combination with an evolutionary algorithm and appropriate fitness functions, is to allow the generation of comple...
Conference Paper
Full-text available
We present a new approach to use adaptive AI and Information Theory to aid the evaluation of game mechanics. Being able to evaluate the core game mechanics early during production is useful to improve the quality of a game, and ultimately, player satisfaction. A current problem with automated game evaluation via AI is to define measurable parameter...
Conference Paper
Full-text available
This paper presents the results of an explorative study on predicting aspects of playing behavior for the major commercial title Tomb Raider: Underworld (TRU). Various supervised learning algorithms are trained on a large-scale set of in-game player behavior data, to predict when a player will stop playing the TRU game and, if the player completes...
Article
Full-text available
While human beta-testers instinctively try to find a balanced gaming style, an AI implementation is able to quickly find exploits in the game system. Abstract Fun in computer games depends on many factors. While some fac-tors like uniqueness and humor can only be measured by human subjects, in a strategical game, the rule system is an important and...

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