15 research outputs found
Puzzle Level Generation with Answer Set Programming
Swappy is a puzzle game that requires different character tokens to cooperatively navigate a maze to reach their goals. Swappy characters are special in that whenever they are collinear with another character, they may swap places. In practice, generating levels manually may take upwards of 20 hours, and is error prone. By employing Answer Set Programming (ASP), it is possible to generate and constrain level creation such that levels are solvable, meet an aesthetic standard, and follow the rules of the game. Using the grounder/solver tool, Clingo, level creation can be done in a matter of seconds or minutes. The expressive power of rules and constraints allows the developer to more clearly see their game for the abstract ruleset that it is. In this project we explore the use of ASP Prolog to generate artifacts useful for level generation for the puzzle game Swappy - finding succinct and expressive ways to do so compared to traditional programming languages
Deriving Quests from Open World Mechanics
Open world games present players with more freedom than games with linear
progression structures. However, without clearly-defined objectives, they often
leave players without a sense of purpose. Most of the time, quests and
objectives are hand-authored and overlaid atop an open world's mechanics. But
what if they could be generated organically from the gameplay itself? The goal
of our project was to develop a model of the mechanics in Minecraft that could
be used to determine the ideal placement of objectives in an open world
setting. We formalized the game logic of Minecraft in terms of logical rules
that can be manipulated in two ways: they may be executed to generate graphs
representative of the player experience when playing an open world game with
little developer direction; and they may be statically analyzed to determine
dependency orderings, feedback loops, and bottlenecks. These analyses may then
be used to place achievements on gameplay actions algorithmically.Comment: To appear at Foundations of Digital Games (FDG) 201
Generating Levels That Teach Mechanics
The automatic generation of game tutorials is a challenging AI problem. While
it is possible to generate annotations and instructions that explain to the
player how the game is played, this paper focuses on generating a gameplay
experience that introduces the player to a game mechanic. It evolves small
levels for the Mario AI Framework that can only be beaten by an agent that
knows how to perform specific actions in the game. It uses variations of a
perfect A* agent that are limited in various ways, such as not being able to
jump high or see enemies, to test how failing to do certain actions can stop
the player from beating the level.Comment: 8 pages, 7 figures, PCG Workshop at FDG 2018, 9th International
Workshop on Procedural Content Generation (PCG2018
Automated Game Design Learning
While general game playing is an active field of research, the learning of
game design has tended to be either a secondary goal of such research or it has
been solely the domain of humans. We propose a field of research, Automated
Game Design Learning (AGDL), with the direct purpose of learning game designs
directly through interaction with games in the mode that most people experience
games: via play. We detail existing work that touches the edges of this field,
describe current successful projects in AGDL and the theoretical foundations
that enable them, point to promising applications enabled by AGDL, and discuss
next steps for this exciting area of study. The key moves of AGDL are to use
game programs as the ultimate source of truth about their own design, and to
make these design properties available to other systems and avenues of inquiry.Comment: 8 pages, 2 figures. Accepted for CIG 201
Refining the paradigm of sketching in AI-based level design
This paper describes computational processes which
can simulate how human designers sketch and then iteratively
refine their work. The paper uses the concept of a
map sketch as an initial, low-resolution and low-fidelity
prototype of a game level, and suggests how such map
sketches can be refined computationally. Different case
studies with map sketches of different genres showcase
how refinement can be achieved via increasing the resolution
of the game level, increasing the fidelity of the
function which evaluates it, or a combination of the two.
While these case studies use genetic algorithms to automatically
generate levels at different degrees of refinement,
the general method described in this paper can be
used with most procedural generation methods, as well
as for AI-assisted design alongside a human creator.The research was supported, in part, by the FP7 ICT projects
C2Learn (project no: 318480) and ILearnRW (project no:
318803), and by the FP7 Marie Curie CIG project Auto-
GameDesign (project no: 630665).peer-reviewe
Automatic Generation of Alternative Starting Positions for Simple Traditional Board Games
Simple board games, like Tic-Tac-Toe and CONNECT-4, play an important role
not only in the development of mathematical and logical skills, but also in the
emotional and social development. In this paper, we address the problem of
generating targeted starting positions for such games. This can facilitate new
approaches for bringing novice players to mastery, and also leads to discovery
of interesting game variants. We present an approach that generates starting
states of varying hardness levels for player~ in a two-player board game,
given rules of the board game, the desired number of steps required for
player~ to win, and the expertise levels of the two players. Our approach
leverages symbolic methods and iterative simulation to efficiently search the
extremely large state space. We present experimental results that include
discovery of states of varying hardness levels for several simple grid-based
board games. The presence of such states for standard game variants like Tic-Tac-Toe opens up new games to be played that have never been
played as the default start state is heavily biased.Comment: A conference version of the paper will appear in AAAI 201
Mech-Elites : illuminating the mechanic space of GVG-AI
This paper introduces a fully automatic method of mechanic illumination
for general video game level generation. Using the Constrained
MAP-Elites algorithm and the GVG-AI framework, this
system generates the simplest tile based levels that contain specific
sets of game mechanics and also satisfy playability constraints. We
apply this method to illuminate the mechanic space for four different
games in GVG-AI: Zelda, Solarfox, Plants, and RealPortals. With
this system, we can generate playable levels that contain different
combinations of most of the possible mechanics. These levels can
later be used to populate game tutorials that teach players how to
use the mechanics of the game.peer-reviewe