General Video Game Rule Generation
June 12, 2019 Β· Declared Dead Β· π IEEE Conference on Computational Intelligence and Games
"No code URL or promise found in abstract"
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Authors
Ahmed Khalifa, Michael Cerny Green, Diego Perez-Liebana, Julian Togelius
arXiv ID
1906.05160
Category
cs.AI: Artificial Intelligence
Citations
59
Venue
IEEE Conference on Computational Intelligence and Games
Last Checked
4 months ago
Abstract
We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate the rules of a game that fits that level. This can be seen as the inverse of the General Video Game Level Generation problem. Conceptualizing these two problems as separate helps breaking the very hard problem of generating complete games into smaller, more manageable subproblems. The proposed framework builds on the GVGAI software and thus asks the rule generator for rules defined in the Video Game Description Language. We describe the API, and three different rule generators: a random, a constructive and a search-based generator. Early results indicate that the constructive generator generates playable and somewhat interesting game rules but has a limited expressive range, whereas the search-based generator generates remarkably diverse rulesets, but with an uneven quality.
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