TY - GEN
T1 - Evolving Game Skill-Depth using General Video Game AI agents
AU - Liu, Jialin
AU - Togelius, Julian
AU - Perez-Liebana, Diego
AU - Lucas, Simon M.
N1 - Publisher Copyright:
© 2017 IEEE.
PY - 2017/7/5
Y1 - 2017/7/5
N2 - Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a search space, and we can therefore use a Random Mutation Hill Climbing algorithm or other search methods to find the parameter settings that induce the best games. One of the hardest parts of this approach is defining a suitable fitness function. In this paper we explore the possibility of using one of a growing set of General Video Game AI agents to perform automatic play-testing. This enables a very general approach to game evaluation based on estimating the skill-depth of a game. Agent-based play-testing is computationally expensive, so we compare two simple but efficient optimisation algorithms: the Random Mutation Hill-Climber and the Multi-Armed Bandit Random Mutation Hill-Climber. For the test game we use a space-battle game in order to provide a suitable balance between simulation speed and potential skill-depth. Results show that both algorithms are able to rapidly evolve game versions with significant skill-depth, but that choosing a suitable resampling number is essential in order to combat the effects of noise.
AB - Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a search space, and we can therefore use a Random Mutation Hill Climbing algorithm or other search methods to find the parameter settings that induce the best games. One of the hardest parts of this approach is defining a suitable fitness function. In this paper we explore the possibility of using one of a growing set of General Video Game AI agents to perform automatic play-testing. This enables a very general approach to game evaluation based on estimating the skill-depth of a game. Agent-based play-testing is computationally expensive, so we compare two simple but efficient optimisation algorithms: the Random Mutation Hill-Climber and the Multi-Armed Bandit Random Mutation Hill-Climber. For the test game we use a space-battle game in order to provide a suitable balance between simulation speed and potential skill-depth. Results show that both algorithms are able to rapidly evolve game versions with significant skill-depth, but that choosing a suitable resampling number is essential in order to combat the effects of noise.
KW - Automatic game design
KW - GVG-AI
KW - Game tuning
KW - Optimisation
KW - RMHC
UR - http://www.scopus.com/inward/record.url?scp=85027835900&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85027835900&partnerID=8YFLogxK
U2 - 10.1109/CEC.2017.7969583
DO - 10.1109/CEC.2017.7969583
M3 - Conference contribution
AN - SCOPUS:85027835900
T3 - 2017 IEEE Congress on Evolutionary Computation, CEC 2017 - Proceedings
SP - 2299
EP - 2307
BT - 2017 IEEE Congress on Evolutionary Computation, CEC 2017 - Proceedings
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2017 IEEE Congress on Evolutionary Computation, CEC 2017
Y2 - 5 June 2017 through 8 June 2017
ER -