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W12
Session
10/26/2016 1:30:00 PM
Using Artificial Intelligence to Test the
Candy Crush Saga Game
Presented by:
Alexander Andelkovic
King/Midasplayer AB
Brought to you by:
350 Corporate Way, Suite 400, Orange Park, FL 32073
888-­‐268-­‐8770 ·∙ 904-­‐278-­‐0524 - info@techwell.com - http://www.starcanada.techwell.com/
Alexander Andelkovic
King/Midasplayer AB
The agile testing lead for Sweden-based King/Midasplayer AB, developer of the
popular mobile game Candy Crush Saga, Alexander Andelkovic has worked on
multiple complex test projects ranging from using session-based test
management for quality assuring MED-Tech devices for life critical systems to
establishing a world class approval process for Spotify apps used by Fortune 500
companies. Now he teams with developers in testing big data, business analytics,
and game level regression testing using AI. Alex performs both system testing and
exploratory testing with a focus on assisting teams with high-quality deliveries.
He is a frequent speaker at international conferences including both STAREAST
and STARWEST.
Using Artificial Intelligence to Test the Candy Crush Saga
Game
© King.com Ltd 2016
About us
King/Midasplayer AB
• Founded 2003
• +200 Games
• 2000 employees
• 13 Studios(Stockholm, London, Barcelona,
Seattle…)
• 409 million MAU(Q2 2016)
• Acquired by Activision/Blizzard(2016-02-23)
Page 2
© King.com Ltd 2016
Products
Franchise Games
Page 3
© King.com Ltd 2016
QA at King
King QA roles
• ATL – Agile Testing Lead
• Ninja – Exploratory tester
• QRT – Quick Regression Team
• TAE – Test Automation Engineer
• DS – Data Scientist
• Dev – Frontend/Backend
Developer
Page 4
© King.com Ltd 2016
QA Problem
More than 2000 levels in Candy
Page 9
© King.com Ltd 2016
Introduction
History of AI
Page 6
© King.com Ltd 2016
Introduction
So, what is a bot exactly?
Page 7
© King.com Ltd 2016
Introduction
Application that performs an automated task
Page 8
© King.com Ltd 2016
Introduction
AI-bot –
why?
Page 9
• Level designers
• QualityAssistance (QA)
• Game-domain research
© King.com Ltd 2016
AI-bot
How would an AI-bot actually think(heuristic,
simulation)?
Page 9
© King.com Ltd 2016
Heuristic
Heuristic is good, maintenance is bad!
Page 11
• Having a function that ranks moves – heuristic – could
help a lot
• Each simulation much richer
• Has to be generic
• Increasing complexity with more features
• Can we create the heuristic automatically?
© King.com Ltd 2016
MCTS
Simulation – Monte Carlo Tree Search
Page 12
© King.com Ltd 2016
MCTS
Page 13
Simulate example
© King.com Ltd 2016
MCTS
Page 14
Win Loss Win
Is this reliable?
© King.com Ltd 2016
MCTS
Page 15
36% 28% 19%
Repeat simulations – Monte-Carlo simulations
© King.com Ltd 2016
MCTS
Page 16
36% 28% 19%
Gradually we build a tree
=> Monte-Carlo Tree Search
40% 32%
© King.com Ltd 2016
MCTS
Search tree for level 13 in Candy
Page 17
© King.com Ltd 2016
MCTS
Available actions
Page 18
© King.com Ltd 2016
MCTS
Future states
Page 19
© King.com Ltd 2016
MCTS
Page 20
After 299 simulations
© King.com Ltd 2016
MCTS demo
Page 21
MCTS demo
© King.com Ltd 2016
MCTS - Impact
What do we have?
Page 22
• Generic method
• Works for all levels
• Works for other games
© King.com Ltd 2016
MCTS - summary
MCTS summary
Page 23
• Closer to human success rate
• Easy to tune with more simulation per
decision
• Time consuming, one level takes
~ 5-10 mins
• How can we improve?
© King.com Ltd 2016
NEAT
NEAT – NeuroEvolution of Augmented
Topologies!
Page 24
• Artificial Neural Network(ANN)
• Reinforced learning(action, learn, evolve)
• Guided playout
© King.com Ltd 2016
NEAT
Play Candy Crush!
Page 25
4 1 0 0
© King.com Ltd 2016
NEAT
NEAT – Steps
Page 26
• Get training data - Predict score (hours)
• Create random bots
• Compete (hours)
• Create new bots
• Choose the best bot - ANN
• Play Candy choosing moves in playout with
ANN
© King.com Ltd 2016
NEAT
The jungle law in Candy
Page 27
Focus on
blockers!
Look at
jellies!
Special candies are tasty!
© King.com Ltd 2016
NEAT
Making babies
Page 28
Mom Dad
© King.com Ltd 2016
NEAT
Page 29
Newborn
Mom Dad
© King.com Ltd 2016
NEAT
Product of evolution
Page 30
© King.com Ltd 2016
NEAT demo
Page 31
NEAT training
• Red=Fittest Bot
• Yellow=Avg Bot
fitness
• Green=# Bot’s
• Blue=Fittest Bot
ANN nodes
© King.com Ltd 2016
NEAT demo
Page 32
NEAT training
demo
© King.com Ltd 2016
Results
Guiding the
playout helps
Page 33
© King.com Ltd 2016
NEAT
NEAT – Performance
Page 34
• Simulation time, game engine needs to replay
each game state
• Traversing time, game engine does not
support jump to state
• More GPU’s for bot training(5-6 hours > on
commit)
© King.com Ltd 2016
Content QA
Content QA – No bot
Page 35
© King.com Ltd 2016
Content QA
Content QA – With bot
Page 36
© King.com Ltd 2016
Benefits
Bot benefits
Page 37
• Level development: level difficulty, less
tweaks
• Quality assistance: crash testing,
performance testing, regression testing
• Data scientists: Game domain
knowledge, fun levels, game balancing
© King.com Ltd 2016
Challenges
Bot challenges
Page 38
• Ownership(Knowledge, Resources, Bot
team)
• Integration(Headless mode, C++/Lua/JS,
Hackday/Sprint, Bot Api)
• Maintenance(Bot Training, Infrastructure,
Extend)
© King.com Ltd 2016
Q&A
alexander.andelkovic@king.c
om
Page 39
Questions?
© King.com Ltd 2016
Thank you!
Page 40
AI Testing Candy Crush Saga Game

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AI Testing Candy Crush Saga Game

  • 1. W12 Session 10/26/2016 1:30:00 PM Using Artificial Intelligence to Test the Candy Crush Saga Game Presented by: Alexander Andelkovic King/Midasplayer AB Brought to you by: 350 Corporate Way, Suite 400, Orange Park, FL 32073 888-­‐268-­‐8770 ·∙ 904-­‐278-­‐0524 - info@techwell.com - http://www.starcanada.techwell.com/
  • 2. Alexander Andelkovic King/Midasplayer AB The agile testing lead for Sweden-based King/Midasplayer AB, developer of the popular mobile game Candy Crush Saga, Alexander Andelkovic has worked on multiple complex test projects ranging from using session-based test management for quality assuring MED-Tech devices for life critical systems to establishing a world class approval process for Spotify apps used by Fortune 500 companies. Now he teams with developers in testing big data, business analytics, and game level regression testing using AI. Alex performs both system testing and exploratory testing with a focus on assisting teams with high-quality deliveries. He is a frequent speaker at international conferences including both STAREAST and STARWEST.
  • 3. Using Artificial Intelligence to Test the Candy Crush Saga Game
  • 4. © King.com Ltd 2016 About us King/Midasplayer AB • Founded 2003 • +200 Games • 2000 employees • 13 Studios(Stockholm, London, Barcelona, Seattle…) • 409 million MAU(Q2 2016) • Acquired by Activision/Blizzard(2016-02-23) Page 2
  • 5. © King.com Ltd 2016 Products Franchise Games Page 3
  • 6. © King.com Ltd 2016 QA at King King QA roles • ATL – Agile Testing Lead • Ninja – Exploratory tester • QRT – Quick Regression Team • TAE – Test Automation Engineer • DS – Data Scientist • Dev – Frontend/Backend Developer Page 4
  • 7. © King.com Ltd 2016 QA Problem More than 2000 levels in Candy Page 9
  • 8. © King.com Ltd 2016 Introduction History of AI Page 6
  • 9. © King.com Ltd 2016 Introduction So, what is a bot exactly? Page 7
  • 10. © King.com Ltd 2016 Introduction Application that performs an automated task Page 8
  • 11. © King.com Ltd 2016 Introduction AI-bot – why? Page 9 • Level designers • QualityAssistance (QA) • Game-domain research
  • 12. © King.com Ltd 2016 AI-bot How would an AI-bot actually think(heuristic, simulation)? Page 9
  • 13. © King.com Ltd 2016 Heuristic Heuristic is good, maintenance is bad! Page 11 • Having a function that ranks moves – heuristic – could help a lot • Each simulation much richer • Has to be generic • Increasing complexity with more features • Can we create the heuristic automatically?
  • 14. © King.com Ltd 2016 MCTS Simulation – Monte Carlo Tree Search Page 12
  • 15. © King.com Ltd 2016 MCTS Page 13 Simulate example
  • 16. © King.com Ltd 2016 MCTS Page 14 Win Loss Win Is this reliable?
  • 17. © King.com Ltd 2016 MCTS Page 15 36% 28% 19% Repeat simulations – Monte-Carlo simulations
  • 18. © King.com Ltd 2016 MCTS Page 16 36% 28% 19% Gradually we build a tree => Monte-Carlo Tree Search 40% 32%
  • 19. © King.com Ltd 2016 MCTS Search tree for level 13 in Candy Page 17
  • 20. © King.com Ltd 2016 MCTS Available actions Page 18
  • 21. © King.com Ltd 2016 MCTS Future states Page 19
  • 22. © King.com Ltd 2016 MCTS Page 20 After 299 simulations
  • 23. © King.com Ltd 2016 MCTS demo Page 21 MCTS demo
  • 24. © King.com Ltd 2016 MCTS - Impact What do we have? Page 22 • Generic method • Works for all levels • Works for other games
  • 25. © King.com Ltd 2016 MCTS - summary MCTS summary Page 23 • Closer to human success rate • Easy to tune with more simulation per decision • Time consuming, one level takes ~ 5-10 mins • How can we improve?
  • 26. © King.com Ltd 2016 NEAT NEAT – NeuroEvolution of Augmented Topologies! Page 24 • Artificial Neural Network(ANN) • Reinforced learning(action, learn, evolve) • Guided playout
  • 27. © King.com Ltd 2016 NEAT Play Candy Crush! Page 25 4 1 0 0
  • 28. © King.com Ltd 2016 NEAT NEAT – Steps Page 26 • Get training data - Predict score (hours) • Create random bots • Compete (hours) • Create new bots • Choose the best bot - ANN • Play Candy choosing moves in playout with ANN
  • 29. © King.com Ltd 2016 NEAT The jungle law in Candy Page 27 Focus on blockers! Look at jellies! Special candies are tasty!
  • 30. © King.com Ltd 2016 NEAT Making babies Page 28 Mom Dad
  • 31. © King.com Ltd 2016 NEAT Page 29 Newborn Mom Dad
  • 32. © King.com Ltd 2016 NEAT Product of evolution Page 30
  • 33. © King.com Ltd 2016 NEAT demo Page 31 NEAT training • Red=Fittest Bot • Yellow=Avg Bot fitness • Green=# Bot’s • Blue=Fittest Bot ANN nodes
  • 34. © King.com Ltd 2016 NEAT demo Page 32 NEAT training demo
  • 35. © King.com Ltd 2016 Results Guiding the playout helps Page 33
  • 36. © King.com Ltd 2016 NEAT NEAT – Performance Page 34 • Simulation time, game engine needs to replay each game state • Traversing time, game engine does not support jump to state • More GPU’s for bot training(5-6 hours > on commit)
  • 37. © King.com Ltd 2016 Content QA Content QA – No bot Page 35
  • 38. © King.com Ltd 2016 Content QA Content QA – With bot Page 36
  • 39. © King.com Ltd 2016 Benefits Bot benefits Page 37 • Level development: level difficulty, less tweaks • Quality assistance: crash testing, performance testing, regression testing • Data scientists: Game domain knowledge, fun levels, game balancing
  • 40. © King.com Ltd 2016 Challenges Bot challenges Page 38 • Ownership(Knowledge, Resources, Bot team) • Integration(Headless mode, C++/Lua/JS, Hackday/Sprint, Bot Api) • Maintenance(Bot Training, Infrastructure, Extend)
  • 41. © King.com Ltd 2016 Q&A alexander.andelkovic@king.c om Page 39 Questions?
  • 42. © King.com Ltd 2016 Thank you! Page 40