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  <front>
    <journal-meta>
      <journal-id journal-id-type="publisher-id">109</journal-id>
      <journal-id journal-id-type="index">urn:lsid:arphahub.com:pub:3dc5f44e-8666-58db-bc76-a455210e8891</journal-id>
      <journal-title-group>
        <journal-title xml:lang="en">JUCS - Journal of Universal Computer Science</journal-title>
        <abbrev-journal-title xml:lang="en">jucs</abbrev-journal-title>
      </journal-title-group>
      <issn pub-type="ppub">0948-695X</issn>
      <issn pub-type="epub">0948-6968</issn>
      <publisher>
        <publisher-name>Journal of Universal Computer Science</publisher-name>
      </publisher>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.3897/jucs.75357</article-id>
      <article-id pub-id-type="publisher-id">75357</article-id>
      <article-categories>
        <subj-group subj-group-type="heading">
          <subject>Research Article</subject>
        </subj-group>
        <subj-group subj-group-type="scientific_subject">
          <subject>I.2.0 - General</subject>
          <subject>I.2.1 - Applications and Expert Systems</subject>
          <subject>I.2.2 - Automatic Programming</subject>
          <subject>I.2.5 - Programming Languages and Software</subject>
          <subject>I.2.8 - Problem Solving</subject>
          <subject> Control Methods</subject>
          <subject> and Search</subject>
          <subject>I.6.5 - Model Development</subject>
          <subject>I.6.6 - Simulation Output Analysis</subject>
          <subject>J.7 - COMPUTERS IN OTHER SYSTEMS</subject>
          <subject>L.5 - SIMULATION/GAMES</subject>
        </subj-group>
      </article-categories>
      <title-group>
        <article-title>Automated video game parameter tuning with XVGDL+</article-title>
      </title-group>
      <contrib-group content-type="authors">
        <contrib contrib-type="author" corresp="yes">
          <name name-style="western">
            <surname>Ruiz Quiñones</surname>
            <given-names>Jorge</given-names>
          </name>
          <email xlink:type="simple">jorge.ruiz.qui@gmail.com</email>
          <uri content-type="orcid">https://orcid.org/0000-0003-4348-4853</uri>
          <xref ref-type="aff" rid="A1">1</xref>
        </contrib>
        <contrib contrib-type="author" corresp="yes">
          <name name-style="western">
            <surname>Fernández Leiva</surname>
            <given-names>Antonio J.</given-names>
          </name>
          <email xlink:type="simple">afdez@lcc.uma.es</email>
          <uri content-type="orcid">https://orcid.org/0000-0002-5330-5217</uri>
          <xref ref-type="aff" rid="A1">1</xref>
        </contrib>
      </contrib-group>
      <aff id="A1">
        <label>1</label>
        <addr-line content-type="verbatim">Universidad de Málaga, Málaga, Spain</addr-line>
        <institution>Universidad de Málaga</institution>
        <addr-line content-type="city">Málaga</addr-line>
        <country>Spain</country>
      </aff>
      <author-notes>
        <fn fn-type="corresp">
          <p>Corresponding authors: Jorge Ruiz Quiñones (<email xlink:type="simple">jorge.ruiz.qui@gmail.com</email>), Antonio J. Fernández Leiva (<email xlink:type="simple">afdez@lcc.uma.es</email>).</p>
        </fn>
        <fn fn-type="edited-by">
          <p>Academic editor: </p>
        </fn>
      </author-notes>
      <pub-date pub-type="collection">
        <year>2022</year>
      </pub-date>
      <pub-date pub-type="epub">
        <day>28</day>
        <month>12</month>
        <year>2022</year>
      </pub-date>
      <volume>28</volume>
      <issue>12</issue>
      <fpage>1282</fpage>
      <lpage>1311</lpage>
      <uri content-type="arpha" xlink:href="http://openbiodiv.net/0197F625-7C89-5D54-BA61-6156F51BC214">0197F625-7C89-5D54-BA61-6156F51BC214</uri>
      <uri content-type="zenodo_dep_id" xlink:href="https://zenodo.org/record/7494254">7494254</uri>
      <history>
        <date date-type="received">
          <day>16</day>
          <month>09</month>
          <year>2021</year>
        </date>
        <date date-type="accepted">
          <day>19</day>
          <month>10</month>
          <year>2022</year>
        </date>
      </history>
      <permissions>
        <copyright-statement>Jorge Ruiz Quiñones, Antonio J. Fernández Leiva</copyright-statement>
        <license license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by-nd/4.0/" xlink:type="simple">
          <license-p>This is an open access article distributed under the terms of the Creative Commons Attribution License (CC BY-ND 4.0). This license allows reusers to copy and distribute the material in any medium or format in unadapted form only, and only so long as attribution is given to the creator. The license allows for commercial use.</license-p>
        </license>
      </permissions>
      <abstract>
        <label>Abstract</label>
        <p>Usually, human participation is required in order to provide feedback during the game tuning or balancing process. Moreover, this is commonly an iterative process in which play-testing is required as well as human interaction for gathering all important information to improve and tune the game components’ specification. In this paper, a mechanism is proposed to accelerate this process and reduce significantly the costs of it, contributing with a solution to perform the game parameter tuning and game balancing using search algorithms and artificial intelligence (AI) techniques. The process is executed in a fully automated way, and just requires a game specification written in a particular video game description language. Automated play-testing, and game’s feedback information analysis, are related to perform game parameters’ tuning and balancing, leading to offer a solution for the problem of optimizing a video game specification. Recently, XVGDL, a new language for specifying video games which is based on the eXtensible Markup Language (XML), has been presented. This paper uses XVGDL<bold>+</bold>, an extension of this lan- guage that incorporates new components to specify, within the video game specification, desirable goals or requirements to be evaluated after each game execution. A prototypical implementation of a Game Engine (termed XGE<bold>+</bold>) was also presented. This game engine not only enables the execution of an XVGDL<bold>+ </bold>game specification but also provides feedback information once the game has finished.</p>
        <p>The paper demonstrates that the combination of XVGDL<bold>+ </bold>with XGE<bold>+</bold><bold> </bold>offers a powerful mechanism for helping solving game AI research problems, in this case, the game tuning of video game parameters, with respect to initial optimization goals. These goals, as one of the particularities of the proposal presented here, are included within the game specification, minimizing the input of the process.</p>
        <p>As a practical proof of it, two experiments have been conducted to optimize a game specification written in XVGDL via a hill climbing local search method, in a fully automated way.</p>
      </abstract>
      <funding-group>
        <award-group>
          <funding-source>
            <named-content content-type="funder_name">Ministerio de Economía, Industria y Competitividad, Gobierno de España</named-content>
            <named-content content-type="funder_identifier">501100010198</named-content>
            <named-content content-type="funder_doi">http://doi.org/10.13039/501100010198</named-content>
          </funding-source>
        </award-group>
        <award-group>
          <funding-source>
            <named-content content-type="funder_name">Universidad de Málaga</named-content>
            <named-content content-type="funder_identifier">100009473</named-content>
            <named-content content-type="funder_doi">http://doi.org/10.13039/100009473</named-content>
          </funding-source>
        </award-group>
      </funding-group>
    </article-meta>
  </front>
</article>
