Published in: Computational Intelligence and Games (CIG), 2014 IEEE Conference on Author(s): Chong-u Lim Comput. Sci. & Artificial Intell. Lab., Massachusetts.

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Published in: Computational Intelligence and Games (CIG), 2014 IEEE Conference on Author(s): Chong-u Lim Comput. Sci. & Artificial Intell. Lab., Massachusetts Inst. of Technol., Cambridge, MA, USA Harrell, D.F. 2015/2/3 葉錦頤

Outline  Introduction  Background & Related work  Framework  Method  Results  Conclusion  Future Work 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 2

Outline  Introduction  Background & Related work  Framework  Method  Results  Conclusion  Future Work 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 3

Introduction  Developing a general approach for automatic design evaluation and generation for games authored using PuzzleScript 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 4

Introduction - PuzzleScript  PuzzleScript is an open-source HTML5 puzzle game engine.  /2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 5

Outline  Introduction  Background & Related work  Framework  Method  Results  Conclusion  Future Work 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 6

Background & Related work  Evaluating Videogame Design  General Video Game Playing & Description Languages  Automatic Content Generation and Game Design  PuzzleScript  Overview of Selected PuzzleScript Game 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 7

Background & Related work  Evaluating Videogame Design  General Video Game Playing & Description Languages  Automatic Content Generation and Game Design  PuzzleScript  Overview of Selected PuzzleScript Game 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 8

Evaluating Videogame Design  D.F.Harrel. [MIT Press 2013]  J.Rohrer. Passage. [Online]. 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 9

Background & Related work  Evaluating Videogame Design  General Video Game Playing & Description Languages  Automatic Content Generation and Game Design  PuzzleScript  Overview of Selected PuzzleScript Game 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 10

General Video Game Playing & Description Languages  J.Levine [CIG2013]  T.Schaul [CIG2013] 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 11

Background & Related work  Evaluating Videogame Design  General Video Game Playing & Description Languages  Automatic Content Generation and Game Design  PuzzleScript  Overview of Selected PuzzleScript Game 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 12

Automatic Content Generation and Game Design  Levels and maps  J.Togelius [CPG2006]  J.Togelius [CIG2008]  Items  E.J.Hastings [CIG2009]  Game mechanics  M.Cook [AEC2013]  M.J.Nelson [AI*IA2007]  Entire designs  J.Togelius [CIG2008]  C.Browne [CIAAIG2010] 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 13

Background & Related work  Evaluating Videogame Design  General Video Game Playing & Description Languages  Automatic Content Generation and Game Design  PuzzleScript  Overview of Selected PuzzleScript Game 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 14

PuzzleScript  T.Schaul [CIG2013] 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 15

Background & Related work  Evaluating Videogame Design  General Video Game Playing & Description Languages  Automatic Content Generation and Game Design  PuzzleScript  Overview of Selected PuzzleScript Game 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 16

Overview of Selected PuzzleScript Game  Microban  Block Faker  Lime Rick  Atlas Shrank 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 17

Microban 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 18

Block Faker 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 19

Lime Rick 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 20

Atlas Shrank 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 21

Outline  Introduction  Background & Related work  Framework  Method  Results  Conclusion  Future Work 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 22

Framework Create a Game and using PuzzleScript Design Evolution with Rulesets Design Evaluation via Simulation 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 23

Outline  Introduction  Background & Related work  Framework  Method  Results  Conclusion  Future Work 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 24

Method  Create a Game and using PuzzleScript  Design Evolution with Rulesets  Design Evaluation via Simulation 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 25

Method  Create a Game and using PuzzleScript  Design Evolution with Rulesets  Design Evaluation via Simulation 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 26

Method : Create a Game and using PuzzleScript  Input : Heart  Process : Passion  Output : Game 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 27

Method  Create a Game and using PuzzleScript  Design Evolution with Rulesets  Design Evaluation via Simulation 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 28

Method : Design Evolution with Rulesets  Ruleset Heuristics  Fitness Functions  Mutation  Crossover Operators 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 29

Ruleset Heuristics  Player in Ruleset  Object in Ruleset  Player in LHS  Player Movement in Ruleset  Unique Directions per Rule 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 30

Method : Design Evolution with Rulesets  Ruleset Heuristics  Fitness Functions  Mutation  Crossover Operators 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 31

Fitness Functions  Feasibility  Validity 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 32

Method : Design Evolution with Rulesets  Ruleset Heuristics  Fitness Functions  Mutation  Crossover Operators 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 33

Mutation  Ruleset Size Mutator  Object Mutator  Direction Mutator  Block Size Mutator  Hand-Size Swap Mutator 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 34

Mutation 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 35

Method : Design Evolution with Rulesets  Ruleset Heuristics  Fitness Functions  Mutation  Crossover Operators 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 36

Crossover Operators  Hand-Side Crossover  Element Crossover 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 37

Crossover Operators 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 38

Method  Create a Game and using PuzzleScript  Design Evolution with Rulesets  Design Evaluation via Simulation 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 39

Method : Design Evaluation via Simulation  General Breadth-First Search Simulation  Brute-force breadth-first search  General Evalution Breadth-First Search Simulation(GEBFS)  General Best-First Search Simulation  General Evaluation Best-First-Search Simulation(GEBestFS) 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 40

BestFS vs BFS 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 41

General Evaluation Best-First- Search Simulation(GEBestFS) 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 42

GEBFS vs GEBestFS 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 43

Outline  Introduction  Background & Related work  Framework  Method  Results  Conclusion  Future Work 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 44

Result  Simulation Result & Analysis  Evolution Result & Analysis  Evolved Designs 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 45

Result  Simulation Result & Analysis  Evolution Result & Analysis  Evolved Designs 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 46

Simulation Result & Analysis  Four PuzzleScript Game  Both each simulators for five levels  Compare GEBestFS and GEBFS  Solved Game-Levels  GEBFS => 11/20(55%)  GEBestFS => 18/20(90%)  Number of Iterations  Overall,GEBestFS finds a solution significantly quicker than GEBFS.  Solution Length  GEBFS always returns the shortest solution  GEBestFS is a greedy approach doesn’t necessarily give a shortest solution  GEBFS is better than GEBestFS 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 47

2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 48

Result  Simulation Result & Analysis  Evolution Result & Analysis  Evolved Designs 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 49

Evolution Result & Analysis  Initial population of 50 randomly generated rulesets for Microban  Evolution continued for 50 more generations.  Following measures for evaluation  Feasibility & Validity  Fitness 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 50

2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 51

2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 52

Result  Simulation Result & Analysis  Evolution Result & Analysis  Evolved Designs 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 53

Evolved Designs Unplayable Game ruleset  Evolved Design #1 - Crate Pull  Evolved Design #2 - Morphing  Evolved Design #3 - Spawning 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 54

Evolved Design #1 - Crate Pull 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 55

Evolved Design #2 - Morphing 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 56

Evolved Design #3 - Spawning 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 57

Outline  Introduction  Background & Related work  Framework  Method  Results  Conclusion  Future Work 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 58

Conclusion  Automated evaluation and generation of videogames authored for the description language PuzzleScript  general heuristics for both level states and rulesets that are applicable to multiple videogames, each possesssing different game designs  solutions to puzzles automatically  evolutionary approach to automatically generate playable rulesets 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 59

Outline  Introduction  Background & Related work  Framework  Method  Results  Conclusion  Future Work 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 60

Future Work 1. developing additional general heuristics for both level states and rulesets and testing their general applicability on more games 2. design generation across more game-levels or perform co-evolution of rulesets and levels 3. use different heuristics and fitness functions to not just generate valid and feasible rulesets, but rulesets that increase difficulty 4. extend these approaches to apply to other game design components 5. use a formal approach to evaluating game designs for playability 6. generalize to other description languages 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 61

EVALUATION FORM 請就各項選項給予一個分數 ( 0 = poor ~ 5 = excellent ) 論文簡報部份 完整性介紹 ( 4 ) 系統性介紹 ( 5 ) 表達能力 ( 3 ) 投影片製作 ( 5 ) 論文審閱部分 瞭解論文內容 ( 4 ) 結果正確性與完整性 ( 4 ) 原創性與重要性 ( 4 ) 讀後啟發與應用 ( 請敘述 ) : 1.GDL 的 rule 使用 GA 做產生,使遊戲多元變化度高,也可以產生更多意 想不到的遊戲。 2.GEBFS & GEBestFS 做 Puzzle Game 之 Simulation( 也可考慮應用於其他 類型遊戲 ) 3. 英文單字學了不少

自評表 FAQ 完成 1. Paper 的 Input / Process / Output 是什麼 ? Y/N/P 2. Paper 主要動機、目的、應用為何 ? 如何應用到我們的研究 ? 是否能應用到遊戲製作技巧上 ? Y 3. Paper 的貢獻 ? 最重要的貢獻 ? 價值 ? 厲害在哪裡 ? 強在哪裡 ? 好在哪裡 ? 優點 ? 方法 ? 想法 ? 為什麼要這樣用 ? 有什麼特別的 ? 困難的地 方在哪 ? 為什麼難 ? 跟 Previous Work 之間的差異是什麼 ? Y 4. Paper 的 Framework? Y 5. Paper 中專有名詞的定義和意義和有哪些和正確發音 ? P 6. Paper 中公式所代表的意義 ? 物理意義 ? 參數 ? 為什麼要這樣定義的目的和原因 ? Y 7. Paper 的缺點 ? 限制 ? 哪邊可以改進 ? 我們有沒有辦法發表一個方法解決 ? P 8. Results 的圖 / 表意義和如何閱讀 ? 足夠嗎 ? 數據為什能夠比其他的 Paper 好 ? 是否有作弊 ? 特別美化 ? 為什麼實驗要這樣設計 ? 結果的意義 ? 作者要讓我們知道什麼 ? 如何驗證結果 ? 如何從 Results 驗證 Paper 提到的優點、好處、貢獻 ? P 9. Paper 是上什麼期刊 ? 出處 ?Title 的意思是什麼 ? 被何人發表 ? Y 10. 讀完 Paper 之後你有沒有辦法實現 ? 用程式寫出來 ? Y

WHAT YOU HAVE LEARNED Critical technique: Good math expression: Good experimental approach: Recommended references: Other: GEBFS GEBestFS GDL いいえ [5] [14] [19] GEBFS GEBestFS GA