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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.

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

1 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

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 2

3 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

4 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

5 Introduction - PuzzleScript  PuzzleScript is an open-source HTML5 puzzle game engine.  http://www.puzzlescript.net/ 2015/2/3 葉錦頤 An approach to general videogame evaluation and automatic generation using a description language 5

6 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

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 7

8 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

9 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

10 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

11 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

12 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

13 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

14 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

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

16 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

17 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

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

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

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

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

22 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

23 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

24 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

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 25

26 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

27 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

28 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

29 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

30 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

31 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

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

33 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

34 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

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

36 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

37 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

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

39 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

40 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

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

42 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

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

44 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

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 45

46 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

47 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

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

49 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

50 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

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

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

53 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

54 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

55 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

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

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

58 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

59 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

60 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

61 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

62 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

63 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

64 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

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