TY - GEN
T1 - Towards generating arcade game rules with VGDL
AU - Nielsen, Thorbjorn S.
AU - Barros, Gabriella A.B.
AU - Togelius, Julian
AU - Nelson, Mark J.
N1 - Publisher Copyright:
© 2015 IEEE.
PY - 2015/11/4
Y1 - 2015/11/4
N2 - We describe an attempt to generate complete arcade games using the Video Game Description Language (VGDL) and the General Video Game Playing environment (GVG-AI). Games are generated by an evolutionary algorithm working on genotypes represented as VGDL descriptions. In order to direct evolution towards good games, we need an evaluation function that accurately estimates game quality. The evaluation function used here is based on the differential performance of several game-playing algorithms, or Relative Algorithm Performance Profiles (RAPP): it is assumed that good games allow good players to play better than bad players. For the purpose of such evaluations, we introduce two new game tree search algorithms, DeepSearch and Explorer; these perform very well on benchmark games and constitute a substantial subsidiary contribution of the paper. In the end, the attempt to generate arcade games is only partially successful, as some of the games have interesting design features but are barely playable as generated. An analysis of these shortcomings yields several suggestions to guide future attempts at arcade game generation.
AB - We describe an attempt to generate complete arcade games using the Video Game Description Language (VGDL) and the General Video Game Playing environment (GVG-AI). Games are generated by an evolutionary algorithm working on genotypes represented as VGDL descriptions. In order to direct evolution towards good games, we need an evaluation function that accurately estimates game quality. The evaluation function used here is based on the differential performance of several game-playing algorithms, or Relative Algorithm Performance Profiles (RAPP): it is assumed that good games allow good players to play better than bad players. For the purpose of such evaluations, we introduce two new game tree search algorithms, DeepSearch and Explorer; these perform very well on benchmark games and constitute a substantial subsidiary contribution of the paper. In the end, the attempt to generate arcade games is only partially successful, as some of the games have interesting design features but are barely playable as generated. An analysis of these shortcomings yields several suggestions to guide future attempts at arcade game generation.
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U2 - 10.1109/CIG.2015.7317941
DO - 10.1109/CIG.2015.7317941
M3 - Conference contribution
AN - SCOPUS:84964425156
T3 - 2015 IEEE Conference on Computational Intelligence and Games, CIG 2015 - Proceedings
SP - 185
EP - 192
BT - 2015 IEEE Conference on Computational Intelligence and Games, CIG 2015 - Proceedings
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2015 IEEE Conference on Computational Intelligence and Games, CIG 2015
Y2 - 31 August 2015 through 2 September 2015
ER -