General video game evaluation using relative algorithm performance profiles

Thorbjørn S. Nielsen, Gabriella A B Barros, Julian Togelius, Mark J. Nelson

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Abstract

    In order to generate complete games through evolution we need generic and reliably evaluation functions for games. It has been suggested that game quality could be characterised through playing a game with different controllers and comparing their performance. This paper explores that idea through investigating the relative performance of different general game-playing algorithms. Seven game-playing algorithms was used to play several hand-designed, mutated and randomly generated VGDL game descriptions. Results discussed appear to support the conjecture that well-designed games have, in average, a higher performance difference between better and worse game-playing algorithms.

    Original languageEnglish (US)
    Title of host publicationApplications of Evolutionary Computation - 18th European Conference, EvoApplications 2015, Proceedings
    EditorsGiovanni Squillero, Antonio M. Mora
    PublisherSpringer Verlag
    Pages369-380
    Number of pages12
    ISBN (Electronic)9783319165486
    DOIs
    StatePublished - 2015
    Event18th European Conference on the Applications of Evolutionary Computation, EvoApplications 2015 - Copenhagen, Denmark
    Duration: Apr 8 2015Apr 10 2015

    Publication series

    NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    Volume9028
    ISSN (Print)0302-9743
    ISSN (Electronic)1611-3349

    Other

    Other18th European Conference on the Applications of Evolutionary Computation, EvoApplications 2015
    Country/TerritoryDenmark
    CityCopenhagen
    Period4/8/154/10/15

    ASJC Scopus subject areas

    • Theoretical Computer Science
    • General Computer Science

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