Related papers: Automatic Generation of Board Game Manuals
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…
This project proposes a methodology for the automatic generation of action models from video game dynamics descriptions, as well as its integration with a planning agent for the execution and monitoring of the plans. Planners use these…
In this paper, we propose a method and workflow for automating regression testing of certain video game aspects using automated planning and incremental action model learning techniques. The basic idea is to use detailed game logs and…
Ludii is a Java general game system with a considerable number of board games, with an API for developing new agents and a game description language to create new games. To improve versatility and ease development, we provide Python…
The Instruction-Driven Game Engine (IDGE) project aims to democratize game development by enabling a large language model (LLM) to follow free-form game descriptions and generate game-play processes. The IDGE allows users to create games…
Games are usually created incrementally, requiring repeated testing of the same scenarios, which is a tedious and error-prone task for game developers. Therefore, we aim to alleviate this game testing process by encapsulating it into a game…
We present a new general board game (GBG) playing and learning framework. GBG defines the common interfaces for board games, game states and their AI agents. It allows one to run competitions of different agents on different games. It…
In this paper, we explore a new approach for automated chess commentary generation, which aims to generate chess commentary texts in different categories (e.g., description, comparison, planning, etc.). We introduce a neural chess engine…
While artificial intelligence (AI) technology is becoming increasingly popular, its underlying mechanisms tend to remain opaque to most people. To address this gap, the field of AI literacy aims to develop various resources to teach people…
There is much interest in using large pre-trained models in Automatic Game Design (AGD), whether via the generation of code, assets, or more abstract conceptualization of design ideas. But so far this interest largely stems from the ad hoc…
This paper focuses on procedurally generating rules and communicating them to players to adjust the difficulty. This is part of a larger project to collect and adapt games in educational games for young children using a digital puzzle game…
Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent…
Game development is a highly specialized task that relies on a complex game engine powered by complex programming languages, preventing many gaming enthusiasts from handling it. This paper introduces the Chat Game Engine (ChatGE) powered by…
We introduce STORY2GAME, a novel approach to using Large Language Models to generate text-based interactive fiction games that starts by generating a story, populates the world, and builds the code for actions in a game engine that enables…
We propose a general method for automated word puzzle generation. Contrary to previous approaches in this novel field, the presented method does not rely on highly structured datasets obtained with serious human annotation effort: it only…
Large Language Models (LLMs) reasoning abilities are increasingly being applied to classical board and card games, but the dominant approach -- involving prompting for direct move generation -- has significant drawbacks. It relies on the…
Ludii is a general game system being developed as part of the ERC-funded Digital Ludeme Project (DLP). While its primary aim is to model, play, and analyse the full range of traditional strategy games, Ludii also has the potential to…
The diversity of agent behaviors is an important topic for the quality of video games and virtual environments in general. Offering the most compelling experience for users with different skills is a difficult task, and usually needs…
Manually constructing a Wordnet is a difficult task, needing years of experts' time. As a first step to automatically construct full Wordnets, we propose approaches to generate Wordnet synsets for languages both resource-rich and…
This chapter outlines the relation between artificial intelligence (AI) / machine learning (ML) algorithms and digital games. This relation is two-fold: on one hand, AI/ML researchers can generate large, in-the-wild datasets of human…