Incorporating Multiple Self-Adaptive Agents in Games

A self-adaptive system (SAS) is capable of modifying its behavior at run-time to address uncertainty. For games, these self-adaptations can present a more dynamic experience (e.g., changing difficulty, optimizing performance), thereby enabling run-time updates to mitigate potential issues experienced during gameplay. For example, a self-adaptation may result in emergent behaviors that keep the player engaged or optimize performance to support a multitude of device configurations. Notably, games that leverage a run-time feedback loop have previously demonstrated success in optimizing a game's frame rate. However, multi-agent systems that incorporate self-adaptation remain largely unexplored in the video games domain. This paper demonstrates a novel approach for using multiple goal models with competing metrics for expressing optimal behavior in balancing and mitigating video game uncertainties. To support this goal, we adapt an existing browser-based game to a new framework that incorporates two distinct self-adaptive agents with potentially competing objectives.

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Published
2025-06-23
DOI
https://doi.org/10.1145/3696630.3730555
Primary Topic
Advanced Software Engineering Methodologies
Type
article
Field-Weighted Citation Impact
0.00

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article

Incorporating Multiple Self-Adaptive Agents in Games

Byron DeVries, Ira Woodring, Erik M. Fredericks, Steven Streasick
Advanced Software Engineering Methodologies
article

Incorporating Multiple Self-Adaptive Agents in Games

Byron DeVries, Ira Woodring, Erik M. Fredericks, Steven Streasick
article en

Abstract

A self-adaptive system (SAS) is capable of modifying its behavior at run-time to address uncertainty. For games, these self-adaptations can present a more dynamic experience (e.g., changing difficulty, optimizing performance), thereby enabling run-time updates to mitigate potential issues experienced during gameplay. For example, a self-adaptation may result in emergent behaviors that keep the player engaged or optimize performance to support a multitude of device configurations. Notably, games that leverage a run-time feedback loop have previously demonstrated success in optimizing a game's frame rate. However, multi-agent systems that incorporate self-adaptation remain largely unexplored in the video games domain. This paper demonstrates a novel approach for using multiple goal models with competing metrics for expressing optimal behavior in balancing and mitigating video game uncertainties. To support this goal, we adapt an existing browser-based game to a new framework that incorporates two distinct self-adaptive agents with potentially competing objectives.

Grand Valley State University (US)
Michigan Space Grant Consortium, Grand Valley State University, Nuclear Safety and Security Commission
Openalex Percentile: Top 91%
Advanced Software Engineering Methodologies
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Incorporating Multiple Self-Adaptive Agents in Games — Byron DeVries, Ira Woodring, et al. · (2025) | TGRS Research Map | TGRS