372 research outputs found

    Pitako -- Recommending Game Design Elements in Cicero

    Full text link
    Recommender Systems are widely and successfully applied in e-commerce. Could they be used for design? In this paper, we introduce Pitako1, a tool that applies the Recommender System concept to assist humans in creative tasks. More specifically, Pitako provides suggestions by taking games designed by humans as inputs, and recommends mechanics and dynamics as outputs. Pitako is implemented as a new system within the mixed-initiative AI-based Game Design Assistant, Cicero. This paper discusses the motivation behind the implementation of Pitako as well as its technical details and presents usage examples. We believe that Pitako can influence the use of recommender systems to help humans in their daily tasks.Comment: Paper accepted in the IEEE Conference on Games 2019 (COG 2019

    Evaluation of a Recommender System for Assisting Novice Game Designers

    Full text link
    Game development is a complex task involving multiple disciplines and technologies. Developers and researchers alike have suggested that AI-driven game design assistants may improve developer workflow. We present a recommender system for assisting humans in game design as well as a rigorous human subjects study to validate it. The AI-driven game design assistance system suggests game mechanics to designers based on characteristics of the game being developed. We believe this method can bring creative insights and increase users' productivity. We conducted quantitative studies that showed the recommender system increases users' levels of accuracy and computational affect, and decreases their levels of workload.Comment: The 15th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 19

    General Video Game AI: A Multitrack Framework for Evaluating Agents, Games, and Content Generation Algorithms

    Get PDF
    General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the purpose of providing researchers a common open-source and easy to use platform for testing their AI methods with potentially infinity of games created using Video Game Description Language (VGDL). The framework has been expanded into several tracks during the last few years to meet the demand of different research directions. The agents are required either to play multiple unknown games with or without access to game simulations, or to design new game levels or rules. This survey paper presents the VGDL, the GVGAI framework, existing tracks, and reviews the wide use of GVGAI framework in research, education and competitions five years after its birth. A future plan of framework improvements is also described.Comment: 20 pages, 1 figure, accepted by IEEE To

    Enhancing the Monte Carlo Tree Search Algorithm for Video Game Testing

    Full text link
    In this paper, we study the effects of several Monte Carlo Tree Search (MCTS) modifications for video game testing. Although MCTS modifications are highly studied in game playing, their impacts on finding bugs are blank. We focused on bug finding in our previous study where we introduced synthetic and human-like test goals and we used these test goals in Sarsa and MCTS agents to find bugs. In this study, we extend the MCTS agent with several modifications for game testing purposes. Furthermore, we present a novel tree reuse strategy. We experiment with these modifications by testing them on three testbed games, four levels each, that contain 45 bugs in total. We use the General Video Game Artificial Intelligence (GVG-AI) framework to create the testbed games and collect 427 human tester trajectories using the GVG-AI framework. We analyze the proposed modifications in three parts: we evaluate their effects on bug finding performances of agents, we measure their success under two different computational budgets, and we assess their effects on human-likeness of the human-like agent. Our results show that MCTS modifications improve the bug finding performance of the agents

    Machine Learning based Procedural Content Generation in Semantic Choreography

    Get PDF
    BeatMania is a rhythm-action game where players press buttons in response to keysound events to generate music. Rhythm-action game charts (the sequence of keysound events) have traditionally been human authored, since each song level must be creatively organized and correspond an overall pattern or theme. A deep neural network approach is proposed for rhythm-action game chart creation, and a method of level evaluation for co-creative AI is defined. That is, given an arbitrary piece of music, human users can generate BeatMania charts as well as give input to an AI collaborator. The problem is divided into two parts: autonomous chart generation and design interaction. For the chart generation process, a combination of features that include grouping information and audio sample labels are incorporated into an artificial neural network. For the design interaction, principal component analysis is utilized for a proposed reinforcement learning model. The co-creative tool is tested against Markov Chain and LSTM baselines via human trials.Undergraduat

    Automated Video Game Testing Using Synthetic and Human-Like Agents

    Get PDF
    In this paper, we present a new methodology that employs tester agents to automate video game testing. We introduce two types of agents -synthetic and human-like- and two distinct approaches to create them. Our agents are derived from Reinforcement Learning (RL) and Monte Carlo Tree Search (MCTS) agents, but focus on finding defects. The synthetic agent uses test goals generated from game scenarios, and these goals are further modified to examine the effects of unintended game transitions. The human-like agent uses test goals extracted by our proposed multiple greedy-policy inverse reinforcement learning (MGP-IRL) algorithm from tester trajectories. MGPIRL captures multiple policies executed by human testers. These testers' aims are finding defects while interacting with the game to break it, which is considerably different from game playing. We present interaction states to model such interactions. We use our agents to produce test sequences, run the game with these sequences, and check the game for each run with an automated test oracle. We analyze the proposed method in two parts: we compare the success of human-like and synthetic agents in bug finding, and we evaluate the similarity between humanlike agents and human testers. We collected 427 trajectories from human testers using the General Video Game Artificial Intelligence (GVG-AI) framework and created three games with 12 levels that contain 45 bugs. Our experiments reveal that human-like and synthetic agents compete with human testers' bug finding performances. Moreover, we show that MGP-IRL increases the human-likeness of agents while improving the bug finding performance

    Designing Tools for the Invisible Art of Game Feel

    Get PDF

    How to Certify Machine Learning Based Safety-critical Systems? A Systematic Literature Review

    Full text link
    Context: Machine Learning (ML) has been at the heart of many innovations over the past years. However, including it in so-called 'safety-critical' systems such as automotive or aeronautic has proven to be very challenging, since the shift in paradigm that ML brings completely changes traditional certification approaches. Objective: This paper aims to elucidate challenges related to the certification of ML-based safety-critical systems, as well as the solutions that are proposed in the literature to tackle them, answering the question 'How to Certify Machine Learning Based Safety-critical Systems?'. Method: We conduct a Systematic Literature Review (SLR) of research papers published between 2015 to 2020, covering topics related to the certification of ML systems. In total, we identified 217 papers covering topics considered to be the main pillars of ML certification: Robustness, Uncertainty, Explainability, Verification, Safe Reinforcement Learning, and Direct Certification. We analyzed the main trends and problems of each sub-field and provided summaries of the papers extracted. Results: The SLR results highlighted the enthusiasm of the community for this subject, as well as the lack of diversity in terms of datasets and type of models. It also emphasized the need to further develop connections between academia and industries to deepen the domain study. Finally, it also illustrated the necessity to build connections between the above mention main pillars that are for now mainly studied separately. Conclusion: We highlighted current efforts deployed to enable the certification of ML based software systems, and discuss some future research directions.Comment: 60 pages (92 pages with references and complements), submitted to a journal (Automated Software Engineering). Changes: Emphasizing difference traditional software engineering / ML approach. Adding Related Works, Threats to Validity and Complementary Materials. Adding a table listing papers reference for each section/subsection
    corecore