Related papers: GAVEL: Generating Games Via Evolution and Language…
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…
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…
There are several different game description languages (GDLs), each intended to allow wide ranges of arbitrary games (i.e., general games) to be described in a single higher-level language than general-purpose programming languages. Games…
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…
Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we…
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…
The human ability to learn rules and solve problems has been a central concern of cognitive science research since the field's earliest days. But we do not just follow rules and solve problems given to us by others: we modify those rules,…
Game Description Language (GDL) provides a standardized way to express diverse games in a machine-readable format, enabling automated game simulation, and evaluation. While previous research has explored game description generation using…
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…
Automated game design is the problem of automatically producing games through computational processes. Traditionally, these methods have relied on the authoring of search spaces by a designer, defining the space of all possible games for…
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…
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"…
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…
Although General Game Playing (GGP) systems can facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often computationally inefficient and somewhat specialised to a specific class of games. However, since…
Combinations of Monte-Carlo tree search and Deep Neural Networks, trained through self-play, have produced state-of-the-art results for automated game-playing in many board games. The training and search algorithms are not game-specific,…
The rapid advancements in large language models (LLMs) have presented challenges in evaluating those models. Existing evaluation methods are either reference-based or preference based, which inevitably need human intervention or introduce…
The Digital Ludeme Project (DLP) aims to reconstruct and analyse over 1000 traditional strategy games using modern techniques. One of the key aspects of this project is the development of Ludii, a general game system that will be able to…
Large Language Models (LLMs) have shown great ability in generating executable code from natural language, opening the possibility of automatically constructing environments for AI agents. Recent work on Code World Models (CWMs)…
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…
Creating and evaluating games manually is an arduous and laborious task. Procedural content generation can aid by creating game artifacts, but usually not an entire game. Evolutionary game design, which combines evolutionary algorithms with…