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 Tree Search (MCTS). We present ten units generated by our system designed to be used in the game microRTS, as well as results demonstrating that these units are unique, useful, and balanced.
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…
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…
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…
Playtesting is an essential step in the game design process. Game designers use the feedback from playtests to refine their designs. Game designers may employ procedural personas to automate the playtesting process. In this paper, we present two approaches to improve automated playtesting. First, we propose developing persona, which allows a persona to progress to different goals. In contrast, the procedural persona is fixed to a single goal. Second, a human playtester knows which paths she has tested before, and during the consequent tests, she may test different paths. However, Reinforcement…
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…
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 …
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…
We present the design of a competitive artificial intelligence for Scopone, a popular Italian card game. We compare rule-based players using the most established strategies (one for beginners and two for advanced players) against players using Monte Carlo Tree Search (MCTS) and Information Set Monte Carlo Tree Search (ISMCTS) with different reward functions and simulation strategies. MCTS requires complete information about the game state and thus implements a cheating player while ISMCTS can deal with incomplete information and thus implements a fair player. Our results show that, as expected…
Leiden Institute of Advanced Computer Science, Leiden University(莱顿大学莱顿高等计算机科学研究所);Leiden University(莱顿大学);Leiden Institute of Advanced Computer Science(莱顿高等计算机科学研究所);Leiden University, Leiden, the Netherlands(莱顿大学,荷兰莱顿)
After the recent groundbreaking results of AlphaGo, we have seen a strong interest in reinforcement learning in game playing. General Game Playing (GGP) provides a good testbed for reinforcement learning. In GGP, a specification of games rules is given. GGP problems can be solved by reinforcement learning. Q-learning is one of the canonical reinforcement learning methods, and has been used by (Banerjee & Stone, IJCAI 2007) in GGP. In this paper we implement Q-learning in GGP for three small-board games (Tic-Tac-Toe, Connect Four, Hex), to allow comparison to Banerjee et al. As expected, Q-lear…
In this paper, we study the effects of several Monte Carlo Tree Search (MCTS) modifications for video game testing. Although MCTS modifications are highly studied in game playing, their impacts on finding bugs are blank. We focused on bug finding in our previous study where we introduced synthetic and human-like test goals and we used these test goals in Sarsa and MCTS agents to find bugs. In this study, we extend the MCTS agent with several modifications for game testing purposes. Furthermore, we present a novel tree reuse strategy. We experiment with these modifications by testing them on th…
Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be time-consuming and of limited effectiveness in exhausting the space of possible behaviors. In this paper, we propose the use of automated planning agents to simulate humans of varying skill levels to generate game playthroughs. Metrics can then be gathered from these playthroughs to evaluate the current game design and identify its potential flaws. We demonstrate …
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 unde…
Maynooth University(梅努斯大学);National Autonomous University of Mexico(墨西哥国立自治大学)
Monte Carlo Tree Search (MCTS) is a relatively new sampling method with multiple variants in the literature. They can be applied to a wide variety of challenging domains including board games, video games, and energy-based problems to mention a few. In this work, we explore the use of the vanilla MCTS and the MCTS with Rapid Action Value Estimation (MCTS-RAVE) in the game of Carcassonne, a stochastic game with a deceptive scoring system where limited research has been conducted. We compare the strengths of the MCTS-based methods with the Star2.5 algorithm, previously reported to yield competit…
Queen Mary University of London(伦敦玛丽女王大学);Leibniz University Hannover(汉诺威莱布尼茨大学)
Strategy video games challenge AI agents with their combinatorial search space caused by complex game elements. State abstraction is a popular technique that reduces the state space complexity. However, current state abstraction methods for games depend on domain knowledge, making their application to new games expensive. State abstraction methods that require no domain knowledge are studied extensively in the planning domain. However, no evidence shows they scale well with the complexity of strategy games. In this paper, we propose Elastic MCTS, an algorithm that uses state abstraction to pla…
Advances in intelligent game playing agents have led to successes in perfect information games like Go and imperfect information games like Poker. The Information Set Monte Carlo Tree Search (ISMCTS) family of algorithms outperforms previous algorithms using Monte Carlo methods in imperfect information games. In this paper, Single Observer Information Set Monte Carlo Tree Search (SO-ISMCTS) is applied to Secret Hitler, a popular social deduction board game that combines traditional hidden role mechanics with the randomness of a card deck. This combination leads to a more complex information mo…
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.
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.
New York University(纽约大学);Courant Institute(库朗研究所);Facebook AI Research(脸书人工智能研究院)
This paper introduces MazeBase: an environment for simple 2D games, designed as a sandbox for machine learning approaches to reasoning and planning. Within it, we create 10 simple games embodying a range of algorithmic tasks (e.g. if-then statements or set negation). A variety of neural models (fully connected, convolutional network, memory network) are deployed via reinforcement learning on these games, with and without a procedurally generated curriculum. Despite the tasks' simplicity, the performance of the models is far from optimal, suggesting directions for future development. We also de…
Generalization remains a challenging problem for deep reinforcement learning algorithms, which are often trained and tested on the same set of deterministic game environments. When test environments are unseen and perturbed but the nature of the task remains the same, generalization gaps can arise. In this work, we propose and evaluate a surprise minimizing agent on a generalization benchmark to show an additional reward learned from a simple density model can show robustness in procedurally generated game environments that provide constant source of entropy and stochasticity.
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…
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…
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…
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…