4 research outputs found
General general game AI
Arguably the grand goal of artificial intelligence
research is to produce machines with general intelligence: the
capacity to solve multiple problems, not just one. Artificial
intelligence (AI) has investigated the general intelligence capacity
of machines within the domain of games more than any other
domain given the ideal properties of games for that purpose:
controlled yet interesting and computationally hard problems.
This line of research, however, has so far focused solely on
one specific way of which intelligence can be applied to games:
playing them. In this paper, we build on the general game-playing
paradigm and expand it to cater for all core AI tasks within a
game design process. That includes general player experience
and behavior modeling, general non-player character behavior,
general AI-assisted tools, general level generation and complete
game generation. The new scope for general general game AI
beyond game-playing broadens the applicability and capacity of
AI algorithms and our understanding of intelligence as tested
in a creative domain that interweaves problem solving, art, and
engineering.peer-reviewe
Platformer level design for player believability
Player believability is often defined as the ability of a game playing character to convince an observer that it is being controlled by a human. The agent's behavior is often assumed to be the main contributor to the character's believability. In this paper we reframe this core assumption and instead focus on the impact of the game environment and aspects of game design (such as level design) on the believability of the game character. To investigate the relationship between game content and believability we crowdsource rank-based annotations from subjects that view playthrough videos of various AI and human controlled agents in platformer levels of dissimilar characteristics. For this initial study we use a variant of the well-known Super Mario Bros game. We build support vector machine models of reported believability based on gameplay and level features which are extracted from the videos. The highest performing model predicts perceived player believability of a character with an accuracy of 73.31%, on average, and implies a direct relationship between level features and player believability.We would like to thank all participants of the crowdsourcing
experiment. This work has been supported in part by the FP7
Marie Curie CIG project AutoGameDesign (630665).peer-reviewe
Constrained surprise search for content generation
In procedural content generation, it is often desirable
to create artifacts which not only fulfill certain playability
constraints but are also able to surprise the player with unexpected
potential uses. This paper applies a divergent evolutionary
search method based on surprise to the constrained problem of
generating balanced and efficient sets of weapons for the Unreal
Tournament III shooter game. The proposed constrained surprise
search algorithm ensures that pairs of weapons are sufficiently
balanced and effective while also rewarding unexpected uses of
these weapons during game simulations with artificial agents.
Results in the paper demonstrate that searching for surprise can
create functionally diverse weapons which require new gameplay
patterns of weapon use in the game.This work has been supported, in part, by the FP7 Marie
Curie CIG project AutoGameDesign (project no: 630665) and
the Horizon 2020 project CrossCult (project no: 693150).peer-reviewe
A holistic approach for semantic-based game generation
The Web contains vast sources of content that could
be reused to reduce the development time and effort to create
games. However, most Web content is unstructured and lacks
meaning for machines to be able to process and infer new
knowledge. The Web of Data is a term used to describe a trend
for publishing and interlinking previously disconnected datasets
on the Web in order to make them more valuable and useful as
a whole. In this paper, we describe an innovative approach that
exploits Semantic Web technologies to automatically generate
games by reusing Web content. Existing work on automatic game
content generation through algorithmic means focuses primarily
on a set of parameters within constrained game design spaces
such as terrains or game levels, but does not harness the potential
of already existing content on the Web for game generation. We
instead propose a holistic and more generally-applicable game
generation solution that would identify suitable Web information
sources and enrich game content with semantic meta-structures.The research work disclosed in this publication is partially
funded by the REACH HIGH Scholars Programme — Post-
Doctoral Grants. The grant is part-financed by the European
Union, Operational Programme II — Cohesion Policy 2014-
2020 Investing in human capital to create more opportunities
and promote the wellbeing of society — European Social
Fund.peer-reviewe