DocumentCode
3683552
Title
Towards generating arcade game rules with VGDL
Author
Thorbj⊘rn S. Nielsen;Gabriella A. B. Barros;Julian Togelius;Mark J. Nelson
Author_Institution
Center for Computer Games Research, IT University of Copenhagen, Denmark
fYear
2015
Firstpage
185
Lastpage
192
Abstract
We describe an attempt to generate complete arcade games using the Video Game Description Language (VGDL) and the General Video Game Playing environment (GVG-AI). Games are generated by an evolutionary algorithm working on genotypes represented as VGDL descriptions. In order to direct evolution towards good games, we need an evaluation function that accurately estimates game quality. The evaluation function used here is based on the differential performance of several game-playing algorithms, or Relative Algorithm Performance Profiles (RAPP): it is assumed that good games allow good players to play better than bad players. For the purpose of such evaluations, we introduce two new game tree search algorithms, DeepSearch and Explorer; these perform very well on benchmark games and constitute a substantial subsidiary contribution of the paper. In the end, the attempt to generate arcade games is only partially successful, as some of the games have interesting design features but are barely playable as generated. An analysis of these shortcomings yields several suggestions to guide future attempts at arcade game generation.
Keywords
"Games","Sprites (computer)","Algorithm design and analysis","Clocks","Entropy","Computers","Testing"
Publisher
ieee
Conference_Titel
Computational Intelligence and Games (CIG), 2015 IEEE Conference on
ISSN
2325-4270
Electronic_ISBN
2325-4289
Type
conf
DOI
10.1109/CIG.2015.7317941
Filename
7317941
Link To Document