Procedural generation is used across game design to achieve a wide variety of ends, and has led to the creation of several game subgenres by injecting variance, surprise or unpredictability into otherwise static designs. Information games are a type of mystery game in which the player is tasked with gathering knowledge and developing an understanding of an event or system. Their reliance on player knowledge leaves them vulnerable to spoilers and hard to replay. In this paper we introduce the notion of generative forensics games, a subgenre of information games that challenge the player to understand the output of a generative system. We introduce information games, show how generative forensics develops the idea, report on two prototype games we created, and evaluate our work on generative forensics so far from a player and a designer perspective.
University of Alberta(阿尔伯塔大学);University of California, Santa Cruz(加利福尼亚大学圣克鲁兹分校);Queen Mary University of London(伦敦玛丽女王大学);Södertörn University(瑟德通大学);University of Malta(马耳他大学);Georgia Institute of Technology(佐治亚理工学院)
Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design. We present several case studies linking key concepts from PCG research -- including possibility spaces, expressive range analysis, and generative pipelines -- to key concepts in TTRPG design. We then discuss the implications of these relationships and suggest directions for future work uniting research in TTRPGs and PCG.
University of Alberta(阿尔伯塔大学);Alberta Machine Intelligence Institute (Amii)(阿尔伯塔机器智能研究所)
Real-Time Strategy (RTS) game unit generation is an unexplored area of Procedural Content Generation (PCG) research, which leaves the question of how to automatically generate interesting and balanced units unanswered. Creating unique and balanced units can be a difficult task when designing an RTS game, even for humans. Having an automated method of designing units could help developers speed up the creation process as well as find new ideas. In this work we propose a method of generating balanced and useful RTS units. We draw on Search-Based PCG and a fitness function based on Monte Carlo Tr…
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 agents. To generate playable, human readable, and balanced chess-like games we use an adaptive evolutionary algorithm with the fitness function based on simulated playouts. In future, we plan to use the proposed method to diversify and extend the set of GGP tournament games by those with fully automatically generated rules.
TH Köln – University of Applied Sciences(科隆应用技术大学);TU Dresden(德累斯顿工业大学);Jožef Stefan Institute(约泽夫·斯特凡研究所)
The term Procedural Content Generation (PCG) refers to the (semi-)automatic generation of game content by algorithmic means, and its methods are becoming increasingly popular in game-oriented research and industry. A special class of these methods, which is commonly known as search-based PCG, treats the given task as an optimisation problem. Such problems are predominantly tackled by evolutionary algorithms. We will demonstrate in this paper that obtaining more information about the defined optimisation problem can substantially improve our understanding of how to approach the generation of co…
Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games. In this work, rather than use BTs to model game playing agents, we use them for modeling game design agents, defining behaviors as content generation tasks rather than in-game actions. Similar to how traditional BTs enable modeling behaviors in a modular and dynamic manner, BTs for PCG enable simple subtrees for generating parts of levels to be combined modularly to form complex trees for generating whole levels as well as generators that can dynamically vary the gene…
Northeastern University(东北大学);New York University(纽约大学);University of Malta(马耳他大学)
This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas. Theoretically grounded in psychological decision theory, procedural personas are implemented using a variation of Monte Carlo Tree Search (MCTS) where the node selection criteria are developed using evolutionary computation, replacing the standard UCB1 criterion of MCTS. Using these personas we demonstrate how generative player models can be applied to a varied corpus of game levels and demonstrate how different pla…
This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine, resulting in playable video game levels. A computational agent is trained using machine learning techniques to capture the intent of the game designer as part of the multi-agent system, and to enable a semi-automated aesthetic selection for the underlying genetic algorithm.
New York University, Tandon(纽约大学坦登工学院);University of Malta(马耳他大学)
We investigate how to efficiently predict play personas based on playtraces. Play personas can be computed by calculating the action agreement ratio between a player and a generative model of playing behavior, a so-called procedural persona. But this is computationally expensive and assumes that appropriate procedural personas are readily available. We present two methods for estimating player persona, one using regular supervised learning and aggregate measures of game mechanics initiated, and another based on sequence learning on a trace of closely cropped gameplay observations. While both o…
University of California, Santa Cruz(加利福尼亚大学圣克鲁兹分校);Drexel University(德雷塞尔大学);Georgia Institute of Technology(佐治亚理工学院);Duck and Cover Games ApS;Northeastern University(东北大学);New York University(纽约大学)
This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases, researchers explore new avenues for generating high-quality content with or without human involvement; this paper addresses the relatively new paradigm of using machine learning (in contrast with search-based, solver-based, and constructive methods). We focus on what is most often considered functional game content such as platformer levels, game maps, intera…
IT University of Copenhagen(哥本哈根信息技术大学);New York University(纽约大学)
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 authoring burden, limit storage space requirements, and enable particular aesthetics, a large number of PCG methods have been devised by game developers. Additionally, researchers have explored adapting methods from machine learning, optimization, and constraint solving to PCG problems. Games have been widely used in AI research since the inception of the field…
Matching tile games are an extremely popular game genre. Arguably the most popular iteration, Match-3 games, are simple to understand puzzle games, making them great benchmarks for research. In this paper, we propose developing different procedural personas for Match-3 games in order to approximate different human playstyles to create an automated playtesting system. The procedural personas are realized through evolving the utility function for the Monte Carlo Tree Search agent. We compare the performance and results of the evolution agents with the standard Vanilla Monte Carlo Tree Search imp…
INESC-ID(INESC-ID 研究所);Instituto Superior Técnico, Univ. de Lisboa(里斯本大学高等技术学院);Norwegian University of Science and Technology(挪威科技大学);Leiden University(莱顿大学)
Automatically adapting game content to players opens new doors for game development. In this paper we propose an architecture using persona agents and experience metrics, which enables evolving procedurally generated levels tailored for particular player personas. Using our game, "Grave Rave", we demonstrate that this approach successfully adapts to four rule-based persona agents over three different experience metrics. Furthermore, the adaptation is shown to be specific in nature, meaning that the levels are persona-conscious, and not just general optimizations with regard to the selected met…
In this work, we consider the problem of procedural content generation for video game levels. Prior approaches have relied on evolutionary search (ES) methods capable of generating diverse levels, but this generation procedure is slow, which is problematic in real-time settings. Reinforcement learning (RL) has also been proposed to tackle the same problem, and while level generation is fast, training time can be prohibitively expensive. We propose a framework to tackle the procedural content generation problem that combines the best of ES and RL. In particular, our approach first uses ES to ge…
Interculture Language Academy(国际语学学院);Ritsumeikan University(立命馆大学)
This paper presents a procedural generation method that creates visually attractive levels for the Angry Birds game. Besides being an immensely popular mobile game, Angry Birds has recently become a test bed for various artificial intelligence technologies. We propose a new approach for procedurally generating Angry Birds levels using Chinese style and Japanese style building structures. A conducted experiment confirms the effectiveness of our approach with statistical significance.
Procedural Content Generation via Knowledge Transformation (PCG-KT)
Khoury College of Computer Sciences, Northeastern University(东北大学库利计算机学院);Department of Computing Science, Alberta Machine Learning Institute, University of Alberta(阿尔伯塔大学阿尔伯塔机器学习研究所计算科学系);College of Science, California State Polytechnic University, Pomona(加州州立理工大学波莫纳分校理学院);Northeastern University(东北大学);Department of Computer Science, Worcester Polytechnic Institute(伍斯特理工学院计算机科学系)
Southern University of Science and Technology(南方科技大学);New York University(纽约大学);IT University of Copenhagen(哥本哈根信息技术大学);University of Malta(马耳他大学);Technical University of Crete(克里特理工大学)
Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as levels, maps, character models, and textures. A research field centered on content generation in games has existed for more than a decade. More recently, deep learning has powered a remarkable range of inventions in content production, which are applicable to games. While some cutting-edge deep learning methods are applied on their own, others are applied in co…
We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is learned. By seeing the design problem as a sequential task, we can use reinforcement learning to learn how to take the next action so that the expected final level quality is maximized. This approach can be used when few or no examples exist to train from, and the trained generator is very fast. We investigate three different ways of transforming two-dimensiona…
Department of Computing & Technology(计算与技术系);Anglia Ruskin University(安格利亚鲁斯金大学)
This paper describes an avenue for artificial and computational intelligence techniques applied within games research to be deployed for purposes of physical therapy. We provide an overview of prototypical research focussed on the application of motion sensor input devices and virtual reality equipment for rehabilitation of motor impairment an issue typical of patient's of traumatic brain injuries. We highlight how advances in procedural content generation and player modelling can stimulate development in this area by improving quality of rehabilitation programmes and measuring patient perform…
University of Malta(马耳他大学);New York University(纽约大学)
Quality-diversity (QD) algorithms search for a set of good solutions which cover a space as defined by behavior metrics. This simultaneous focus on quality and diversity with explicit metrics sets QD algorithms apart from standard single- and multi-objective evolutionary algorithms, as well as from diversity preservation approaches such as niching. These properties open up new avenues for artificial intelligence in games, in particular for procedural content generation. Creating multiple systematically varying solutions allows new approaches to creative human-AI interaction as well as adaptivi…
Southern University of Science and Technology(南方科技大学)
Game consists of multiple types of content, while the harmony of different content types play an essential role in game design. However, most works on procedural content generation consider only one type of content at a time. In this paper, we propose and formulate online level generation from music, in a way of matching a level feature to a music feature in real-time, while adapting to players' play speed. A generic framework named online player-adaptive procedural content generation via reinforcement learning, OPARL for short, is built upon the experience-driven reinforcement learning and co…
Virtual Reality (VR) games that feature physical activities have been shown to increase players' motivation to do physical exercise. However, for such exercises to have a positive healthcare effect, they have to be repeated several times a week. To maintain player motivation over longer periods of time, games often employ Dynamic Difficulty Adjustment (DDA) to adapt the game's challenge according to the player's capabilities. For exercise games, this is mostly done by tuning specific in-game parameters like the speed of objects. In this work, we propose to use experience-driven Procedural Cont…
This work proposes an engine for the Creation Of Novel Adventure Narrative (CONAN), which is a procedural quest generator. It uses a planning approach to story generation. The engine is tested on its ability to create quests, which are sets of actions that must be performed in order to achieve a certain goal, usually for a reward. The engine takes in a world description represented as a set of facts, including characters, locations, and items, and generates quests according to the state of the world and the preferences of the characters. We evaluate quests through the classification of the mot…
Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are able to generate content for different games (e.g. Super Mario Bros., DOOM, Zelda, and Kid Icarus), it is an open questions how well these approaches can capture large-scale visual patterns such as symmetry. In this paper, we propose match-three games as a domain to test PCGML algorithms regarding their ability to generate suitable patterns. We demonstrate that popular algorithm such as Generative Adversarial Network…
We present a new approach ARLPCG: Adversarial Reinforcement Learning for Procedural Content Generation, which procedurally generates and tests previously unseen environments with an auxiliary input as a control variable. Training RL agents over novel environments is a notoriously difficult task. One popular approach is to procedurally generate different environments to increase the generalizability of the trained agents. ARLPCG instead deploys an adversarial model with one PCG RL agent (called Generator) and one solving RL agent (called Solver). The Generator receives a reward signal based on …
Procedural content generation (PCG) has recently become one of the hottest topics in computational intelligence and AI game researches. Among a variety of PCG techniques, search-based approaches overwhelmingly dominate PCG development at present. While SBPCG leads to promising results and successful applications, it poses a number of challenges ranging from representation to evaluation of the content being generated. In this paper, we present an alternative yet generic PCG framework, named learning-based procedure content generation (LBPCG), to provide potential solutions to several challengin…
New York University(纽约大学);University of Malta(马耳他大学)
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 guide generators to create content which encourages or discourages certain playstyle behaviors. In this system, we use procedural personas to calculate the behavioral characteristics of levels which are evolved using the quality-diversity algorithm known as Constrained MAP-Elites. An evolved map's quality is determined by its simplicity: the simpler it is, the …
Procedural Content Generation (PCG) methods are valuable tools to speed up the game development process. Moreover, PCG may also present in games as features, such as the procedural dungeon generation (PDG) in Moonlighter (Digital Sun, 2018). This paper introduces an extended version of an evolutionary dungeon generator by incorporating a MAP-Elites population. Our dungeon levels are discretized with rooms that may have locked-door missions and enemies within them. We encoded the dungeons through a tree structure to ensure the feasibility of missions. We performed computational and user feedbac…
Tandon School of Engineering, New York University(纽约大学坦登工程学院)
This paper introduces a fully automatic method for generating video game tutorials. The AtDELFI system (AuTomatically DEsigning Legible, Full Instructions for games) was created to investigate procedural generation of instructions that teach players how to play video games. We present a representation of game rules and mechanics using a graph system as well as a tutorial generation method that uses said graph representation. We demonstrate the concept by testing it on games within the General Video Game Artificial Intelligence (GVG-AI) framework; the paper discusses tutorials generated for eig…
IT University of Copenhagen(哥本哈根信息技术大学);New York University(纽约大学)
Deep reinforcement learning (RL) has shown impressive results in a variety of domains, learning directly from high-dimensional sensory streams. However, when neural networks are trained in a fixed environment, such as a single level in a video game, they will usually overfit and fail to generalize to new levels. When RL models overfit, even slight modifications to the environment can result in poor agent performance. This paper explores how procedurally generated levels during training can increase generality. We show that for some games procedural level generation enables generalization to ne…
Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large. One of the most promising methods for achieving that long-standing goal is the use of generative AI agents, namely procedural personas, that attempt to imitate particular playing behaviors which are represented as rules, rewards, or human demonstrations. All research efforts for building those generative agents, however, have focused solely on playing behavior which is arguably a narrow perspective of wha…
Lusófona University(卢索法尼亚大学);School of Communication, Arts and Information Technology(传播、艺术与信息技术学院);COPELABS(COPELABS实验室);Instituto Superior Técnico(高等技术学院)
In this paper we present a technique for procedurally generating 3D maps using a set of premade meshes which snap together based on designer-specified visual constraints. The proposed approach avoids size and layout limitations, offering the designer control over the look and feel of the generated maps, as well as immediate feedback on a given map's navigability. A prototype implementation of the method, developed in the Unity game engine, is discussed, and a number of case studies are analyzed. These include a multiplayer game where the method was used, together with a number of illustrative …