Related papers: General Video Game Rule Generation
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…
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…
This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem.…
We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a…
The General Video Game Artificial Intelligence (GVGAI) competition has been running for several years with various tracks. This paper focuses on the challenge of the GVGAI learning track in which 3 games are selected and 2 levels are given…
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…
Recent advancements in procedural content generation via machine learning enable the generation of video-game levels that are aesthetically similar to human-authored examples. However, the generated levels are often unplayable without…
Many games often share common ideas or aspects between them, such as their rules, controls, or playing area. However, in the context of General Game Playing (GGP) for board games, this area remains under-explored. We propose to formalise…
Recently, the emergence of large language models (LLMs) has unlocked new opportunities for procedural content generation. However, recent attempts mainly focus on level generation for specific games with defined game rules such as Super…
This paper introduces an information-theoretic method for selecting a subset of problems which gives the most information about a group of problem-solving algorithms. This method was tested on the games in the General Video Game AI (GVGAI)…
Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards…
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 General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-specific description language. While the competition has seen…
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 Game Playing (GGP) is a framework in which an artificial intelligence program is required to play a variety of games successfully. It acts as a test bed for AI and motivator of research. The AI is given a random game description at…
Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…
Procedural Content Generation (PCG) refers to the practice, in videogames and other games, of generating content such as levels, quests, or characters algorithmically. Motivated by the need to make games replayable, as well as to reduce…
Many problems in database systems, such as cardinality estimation, database testing and optimizer tuning, require a large query load as data. However, it is often difficult to obtain a large number of real queries from users due to user…
We propose a new General Game Playing (GGP) language called Regular Boardgames (RBG), which is based on the theory of regular languages. The objective of RBG is to join key properties as expressiveness, efficiency, and naturalness of the…
Generative artificial intelligence (AI) systems are trained on large data corpora to generate new pieces of text, images, videos, and other media. There is growing concern that such systems may infringe on the copyright interests of…