Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/81863
Title: General video game rule generation
Authors: Khalifa, Ahmed
Cerny Green, Michael
Perez-Liebana, Diego
Togelius, Julian
Keywords: Computer games
Application program interfaces (Computer software)
Artificial intelligence
Issue Date: 2017
Publisher: Institute of Electrical and Electronics Engineers
Citation: Khalifa, A., Cerny Green, M., Perez-Liebana, D., & Julian, T. (2017). General video game rule generation. 2017 IEEE Conference on Computational Intelligence and Games (CIG), New York. 170-177.
Abstract: We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate the rules of a game that fits that level. This can be seen as the inverse of the General Video Game Level Generation problem. Conceptualizing these two problems as separate helps breaking the very hard problem of generating complete games into smaller, more manageable subproblems. The proposed framework builds on the GVGAI software and thus asks the rule generator for rules defined in the Video Game Description Language. We describe the API, and three different rule generators: a random, a constructive and a search- based generator. Early results indicate that the constructive generator generates playable and somewhat interesting game rules but has a limited expressive range, whereas the search- based generator generates remarkably diverse rulesets, but with an uneven quality.
URI: https://www.um.edu.mt/library/oar/handle/123456789/81863
Appears in Collections:Scholarly Works - InsDG

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