Related papers: AtDelfi: Automatically Designing Legible, Full Ins…
We propose the problem of tutorial generation for games, i.e. to generate tutorials which can teach players to play games, as an AI problem. This problem can be approached in several ways, including generating natural language descriptions…
In this paper we present a process for automatically generating manuals for board games within the Ludii general game system. This process requires many different sub-tasks to be addressed, such as English translation of Ludii game…
Automatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large space of potential games under most such representations, and…
In this paper, we present a method for automated persona-driven video game tutorial level generation. Tutorial levels are scenarios in which the player can explore and discover different rules and game mechanics. Procedural personas can…
In recent years, Artificial Intelligence Generated Content (AIGC) has advanced from text-to-image generation to text-to-video and multimodal video synthesis. However, generating playable games presents significant challenges due to the…
Deceptive games are games where the reward structure or other aspects of the game are designed to lead the agent away from a globally optimal policy. While many games are already deceptive to some extent, we designed a series of games in…
General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the…
The increasing complexity of gameplay mechanisms in modern video games is leading to the emergence of a wider range of ways to play games. The variety of possible play-styles needs to be anticipated by designers, through automated tests.…
While current General Game Playing (GGP) systems facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often somewhat specialised and computationally inefficient. In this paper, we describe the "ludemic"…
Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and…
The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience…
We present initial research towards procedural generation of Simplified Boardgames and translating them into an efficient GDL code. This is a step towards establishing Simplified Boardgames as a comparison class for General Game Playing…
While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game…
The Instruction-Driven Game Engine (IDGE) project aims to democratize game development by enabling a large language model (LLM) to follow free-form game rules and autonomously generate game-play processes. The IDGE allows users to create…
Automatically generating training supervision for embodied tasks is crucial, as manual designing is tedious and not scalable. While prior works use large language models (LLMs) or vision-language models (VLMs) to generate rewards, these…
Designing effective game tutorials is crucial for a smooth learning curve for new players, especially in games with many rules and complex core mechanics. Evaluating the effectiveness of these tutorials usually requires multiple iterations…
Using generative models to synthesize new data has become a de-facto standard in autonomous driving to address the data scarcity issue. Though existing approaches are able to boost perception models, we discover that these approaches fail…
We present a new concept called Game Mechanic Alignment theory as a way to organize game mechanics through the lens of systemic rewards and agential motivations. By disentangling player and systemic influences, mechanics may be better…
Existing multi-agent video generation systems use LLM agents to orchestrate neural video generators, producing visually impressive but semantically unreliable outputs with no ground truth annotations. We present an agentic system that…
Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…