102 research outputs found

    Towards the automatic generation of card games through Grammar-Guided Genetic Programming

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    We demonstrate generating complete and playable card games using evolutionary algorithms. Card games are represented in a previously devised card game description language, a context-free grammar. The syntax of this language allows us to use grammar-guided genetic programming. Candidate card games are evaluated through a cascading evaluation function, a multi-step process where games with undesired properties are progressively weeded out. Three representa- tive examples of generated games are analysed. We observed that these games are reasonably balanced and have skill ele- ments, they are not yet entertaining for human players. The particular shortcomings of the examples are discussed in re- gard to the generative process to be able to generate quality game

    Game AI revisited

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    More than a decade after the early research efforts on the use of artificial intelligence (AI) in computer games and the establishment of a new AI domain the term “game AI” needs to be redefined. Traditionally, the tasks associated with game AI revolved around non player character (NPC) behavior at different levels of control, varying from navigation and pathfinding to decision making. Commercial-standard games developed over the last 15 years and current game productions, however, suggest that the traditional challenges of game AI have been well addressed via the use of sophisticated AI approaches, not necessarily following or inspired by advances in academic practices. The marginal penetration of traditional academic game AI methods in industrial productions has been mainly due to the lack of constructive communication between academia and industry in the early days of academic game AI, and the inability of academic game AI to propose methods that would significantly advance existing development processes or provide scalable solutions to real world problems. Recently, however, there has been a shift of research focus as the current plethora of AI uses in games is breaking the non-player character AI tradition. A number of those alternative AI uses have already shown a significant potential for the design of better games. This paper presents four key game AI research areas that are currently reshaping the research roadmap in the game AI field and evidently put the game AI term under a new perspective. These game AI flagship research areas include the computational modeling of player experience, the procedural generation of content, the mining of player data on massive-scale and the alternative AI research foci for enhancing NPC capabilities.peer-reviewe

    Neuroevolutionary constrained optimization for content creation

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    This paper presents a constraint-based procedural content generation (PCG) framework used for the creation of novel and high-performing content. Specifically, we examine the efficiency of the framework for the creation of spaceship design (hull shape and spaceship attributes such as weapon and thruster types and topologies) independently of game physics and steering strategies. According to the proposed framework, the designer picks a set of requirements for the spaceship that a constrained optimizer attempts to satisfy. The constraint satisfaction approach followed is based on neuroevolution; Compositional Pattern-Producing Networks (CPPNs) which represent the spaceship’s design are trained via a constraintbased evolutionary algorithm. Results obtained in a number of evolutionary runs using a set of constraints and objectives show that the generated spaceships perform well in movement, combat and survival tasks and are also visually appealing.peer-reviewe

    The Mario AI Benchmark and Competitions

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    A panorama of artificial and computational intelligence in games

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    This paper attempts to give a high-level overview of the field of artificial and computational intelligence (AI/CI) in games, with particular reference to how the different core research areas within this field inform and interact with each other, both actually and potentially. We identify ten main research areas within this field: NPC behavior learning, search and planning, player modeling, games as AI benchmarks, procedural content generation, computational narrative, believable agents, AI-assisted game design, general game artificial intelligence and AI in commercial games. We view and analyze the areas from three key perspectives: (1) the dominant AI method(s) used under each area; (2) the relation of each area with respect to the end (human) user; and (3) the placement of each area within a human-computer (player-game) interaction perspective. In addition, for each of these areas we consider how it could inform or interact with each of the other areas; in those cases where we find that meaningful interaction either exists or is possible, we describe the character of that interaction and provide references to published studies, if any. We believe that this paper improves understanding of the current nature of the game AI/CI research field and the interdependences between its core areas by providing a unifying overview. We also believe that the discussion of potential interactions between research areas provides a pointer to many interesting future research projects and unexplored subfields.peer-reviewe

    Editorial

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    Game analytics - maximizing the value of player data

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    During the years of the Information Age, technological advances in the computers, satellites, data transfer, optics, and digital storage has led to the collection of an immense mass of data on everything from business to astronomy, counting on the power of digital computing to sort through the amalgam of information and generate meaning from the data. Initially, in the 1970s and 1980s of the previous century, data were stored on disparate structures and very rapidly became overwhelming. The initial chaos led to the creation of structured databases and database management systems to assist with the management of large corpuses of data, and notably, the effective and efficient retrieval of information from databases. The rise of the database management system increased the already rapid pace of information gathering.peer-reviewe

    Search-Based Procedural Content Generation: A Taxonomy and Survey

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