99,425 research outputs found
Hyperstate space graphs for automated game analysis
Automatically analysing games is an important challenge for automated game design, general game playing, and co-creative game design tools. However, understanding the nature of an unseen game is extremely difficult due to the lack of a priori design knowledge and heuristics. In this paper we formally define hyperstate space graphs, a compressed form of state space graphs which can be constructed without any prior design knowledge about a game. We show how hyperstate space graphs produce compact representations of games which closely relate to the heuristics designed by hand for search-based AI agents; we show how hyperstate space graphs also relate to modern ideas about game design; and we point towards future applications for hyperstates across game AI research
The ANGELINA videogame design system, part II
Procedural content generation is generally viewed as a means to an end â a tool employed by designers to overcome technical problems or achieve a particular design goal. When we move from generating single parts of games to automating the entirety of their design, however, we find ourselves facing a far wider and more interesting set of problems than mere generation. When the designer of a game is a piece of software, we face questions about what it means to be a designer, about Computational Creativity, and about how to assess the growth of these automated game designers and the value of their output. Answering these questions can lead to new ideas in how to generate content procedurally, and produce systems that can further the cutting edge of game design.
This paper describes work done to take an automated game designer and advance it towards being a member of a creative community. We outline extensions made to the system to give it more autonomy and creative independence, in order to strengthen claims that the software is acting creatively. We describe and reflect upon the softwareâs participation in the games community, including entering two game development contests, and show the opportunities and difficulties of such engagement. We consider methods for evaluating automated game designers as creative entities, and underline the need for automated game design to be a major frontier in future games research
Evolutionary Tabletop Game Design: A Case Study in the Risk Game
Creating and evaluating games manually is an arduous and laborious task.
Procedural content generation can aid by creating game artifacts, but usually
not an entire game. Evolutionary game design, which combines evolutionary
algorithms with automated playtesting, has been used to create novel board
games with simple equipment; however, the original approach does not include
complex tabletop games with dice, cards, and maps. This work proposes an
extension of the approach for tabletop games, evaluating the process by
generating variants of Risk, a military strategy game where players must
conquer map territories to win. We achieved this using a genetic algorithm to
evolve the chosen parameters, as well as a rules-based agent to test the games
and a variety of quality criteria to evaluate the new variations generated. Our
results show the creation of new variations of the original game with smaller
maps, resulting in shorter matches. Also, the variants produce more balanced
matches, maintaining the usual drama. We also identified limitations in the
process, where, in many cases, where the objective function was correctly
pursued, but the generated games were nearly trivial. This work paves the way
towards promising research regarding the use of evolutionary game design beyond
classic board games.Comment: 11 pages, 8 figures, accepted for publication at the XXII Braziliam
Simposium on Games and Digital Entertainment (SBGames 2023
Towards a Lightweight Approach for Modding Serious Educational Games: Assisting Novice Designers
Serious educational games (SEGs) are a growing segment of the education communityâs pedagogical toolbox. Effectively creating such games remains challenging, as teachers and industry trainers are content experts; typically they are not game designers with the theoretical knowledge and practical experience needed to create a quality SEG. Here, a lightweight approach to interactively explore and modify existing SEGs is introduced, a toll that can be broadly adopted by educators for pedagogically sound SEGs. Novice game designers can rapidly explore the educational and traditional elements of a game, with a stress on tracking the SEG learning objectives, as well as allowing for reviewing and altering a variety of graphic and audio game elements
When Code Governs Community
We present a qualitative study of governance in the community of League of Legends, a popular Multiplayer online battle arena (MOBA) game developed by Riot Games. To cope with toxic behaviors such as griefing and flaming, Riot Games initially implemented a crowdsourcing system inviting players to participate in governing their own community. However, in May, 2014, they automated the system, relying heavily on code while minimizing the level of human participation. We analyzed both playersâ and Riot Gamesâ narratives to understand their attitudes towards the relationship between human judgment and automation, as well as between alienation and community. We found stark differences between players and Riot Games in terms of attitudes towards code and value in designing online governance. We discuss how the design of governance might impact online community
A Grey-Box Approach to Automated Mechanism Design
Auctions play an important role in electronic commerce, and have been used to
solve problems in distributed computing. Automated approaches to designing
effective auction mechanisms are helpful in reducing the burden of traditional
game theoretic, analytic approaches and in searching through the large space of
possible auction mechanisms. This paper presents an approach to automated
mechanism design (AMD) in the domain of double auctions. We describe a novel
parametrized space of double auctions, and then introduce an evolutionary
search method that searches this space of parameters. The approach evaluates
auction mechanisms using the framework of the TAC Market Design Game and
relates the performance of the markets in that game to their constituent parts
using reinforcement learning. Experiments show that the strongest mechanisms we
found using this approach not only win the Market Design Game against known,
strong opponents, but also exhibit desirable economic properties when they run
in isolation.Comment: 18 pages, 2 figures, 2 tables, and 1 algorithm. Extended abstract to
appear in the proceedings of AAMAS'201
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
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