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Creating Non-Player Characters (NPCs) that can react robustly to unforeseen player behaviour or novel game content is difficult and time-consuming.
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C. Guckelsberger, C. Salge, and S. Colton, “Intrinsically Motivated General Companion NPCs via Coupled Empowerment Maximisation,” in
2016
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C. Holmgård, M. C. Green, A. Liapis, and J. Togelius, “Automated Playtesting with Procedural Personas through MCTS with Evolved Heuristics,”
2018
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