An approach to general videogame evaluation and automatic generation using a description language

In this paper, we present an approach for automated evaluation and generation of videogames made with PuzzleScript, a description-based scripting language for authoring games, which was created by game designer Stephen Lavelle [1]. We have developed a system that automatically discovers solutions for a multitude of videogames that each possess different game mechanics, rules, level designs, and win conditions. In our approach, we first developed a set of general level state heuristics, which estimates how close a given game level is to being solved. It is used to adapt the best-first search algorithm to implement a general evaluation approach for PuzzleScript games called GEBestFS. Next, we developed an evolutionary framework that automatically generates novel game mechanics from scratch by evolving game design rulesets and evaluating them using GEBestFS. This was achieved by developing a set of general ruleset heuristics to assess the playability of a game based on its game mechanics. From the results of our approach, we showcase that a description-based language enables the development of general methods for automatically evaluating games authored with it. Additionally, we illustrate how an evolutionary approach can be used together with these methods to to automatically design alternate or novel game mechanics for authored games.

[1]  George Skaff Elias,et al.  Characteristics of Games , 2012 .

[2]  Michael Mateas,et al.  Proceduralist readings: how to find meaning in games with graphical logics , 2011, FDG.

[3]  Julian Togelius,et al.  An experiment in automatic game design , 2008, 2008 IEEE Symposium On Computational Intelligence and Games.

[4]  Tom Schaul,et al.  A video game description language for model-based or interactive learning , 2013, 2013 IEEE Conference on Computational Inteligence in Games (CIG).

[5]  Julian Togelius,et al.  Automatic generation and analysis of physics-based puzzle games , 2013, 2013 IEEE Conference on Computational Inteligence in Games (CIG).

[6]  Julian Togelius,et al.  Making Racing Fun Through Player Modeling and Track Evolution , 2006 .

[7]  Julian Togelius,et al.  The 2010 Mario AI Championship: Level Generation Track , 2011, IEEE Transactions on Computational Intelligence and AI in Games.

[8]  D. Fox Harrell Phantasmal Media: An Approach to Imagination, Computation, and Expression , 2013 .

[9]  Joseph A. Goguen,et al.  Algebraic semantics of imperative programs , 1996, Foundations of computing series.

[10]  Julian Togelius,et al.  Towards a Video Game Description Language , 2013, Artificial and Computational Intelligence in Games.

[11]  James Babcock,et al.  Artificial General Intelligence , 2016, Lecture Notes in Computer Science.

[12]  Julian Togelius,et al.  Evolving Playable Content for Cut the Rope through a Simulation-Based Approach , 2013, AIIDE.

[13]  Nick Yee,et al.  Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..

[14]  Simon Colton,et al.  Multi-faceted evolution of simple arcade games , 2011, 2011 IEEE Conference on Computational Intelligence and Games (CIG'11).

[15]  Simon Colton,et al.  Mechanic Miner: Reflection-Driven Game Mechanic Discovery and Level Design , 2013, EvoApplications.

[16]  D. Harrell Shades of Computational Evocation and Meaning: The GRIOT System and Improvisational Poetry Generation , 2005 .

[17]  Michael Mateas,et al.  Towards Automated Game Design , 2007, AI*IA.

[18]  Julian Togelius,et al.  Towards a Generic Method of Evaluating Game Levels , 2013, AIIDE.

[19]  Julian Togelius,et al.  Search-Based Procedural Content Generation: A Taxonomy and Survey , 2011, IEEE Transactions on Computational Intelligence and AI in Games.

[20]  Risto Miikkulainen,et al.  General Video Game Playing , 2013, Artificial and Computational Intelligence in Games.

[21]  J. Togelius,et al.  Characteristics of Generatable Games , 2014 .

[22]  Joseph Culberson,et al.  Sokoban is PSPACE-complete , 1997 .

[23]  Michael R. Genesereth,et al.  General Game Playing: Overview of the AAAI Competition , 2005, AI Mag..

[24]  Michael Mateas,et al.  Answer Set Programming for Procedural Content Generation: A Design Space Approach , 2011, IEEE Transactions on Computational Intelligence and AI in Games.

[25]  Jaka Klančar Solving the Sokoban problem , 2016 .

[26]  Kenneth O. Stanley,et al.  Evolving content in the Galactic Arms Race video game , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.

[27]  Frédéric Maire,et al.  Evolutionary Game Design , 2011, IEEE Transactions on Computational Intelligence and AI in Games.

[28]  J. Goguen An introduction to algebraic semiotics, with application to user interface design , 1999 .

[29]  Michael Mateas,et al.  Recombinable Game Mechanics for Automated Design Support , 2008, AIIDE.

[30]  Michael Mateas,et al.  Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.