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AN APPROACH TO GENERAL VIDEOGAME EVALUATION AND AUTOMATIC GENERATION USING A DESCRIPTION LANGUAGE

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

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

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

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

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

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

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

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

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

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

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

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

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

15

PuzzleScript

T.Schaul [CIG2013]

2015/2/3 葉錦頤 An approach to general videogame evaluation

and automatic generation using a description language

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

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

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Microban

2015/2/3 葉錦頤 An approach to general videogame evaluation

and automatic generation using a description language

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Block Faker

2015/2/3 葉錦頤 An approach to general videogame evaluation

and automatic generation using a description language

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Lime Rick

2015/2/3 葉錦頤 An approach to general videogame evaluation

and automatic generation using a description language

21

Atlas Shrank

2015/2/3 葉錦頤 An approach to general videogame evaluation

and automatic generation using a description language

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

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

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

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

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

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

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

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

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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

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

32

Fitness Functions

Feasibility Validity

2015/2/3 葉錦頤 An approach to general videogame evaluation

and automatic generation using a description language

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

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

35

Mutation

2015/2/3 葉錦頤 An approach to general videogame evaluation

and automatic generation using a description language

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

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

38

Crossover Operators

2015/2/3 葉錦頤 An approach to general videogame evaluation

and automatic generation using a description language

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

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

41

BestFS vs BFS

2015/2/3 葉錦頤 An approach to general videogame evaluation

and automatic generation using a description language

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

43

GEBFS vs GEBestFS

2015/2/3 葉錦頤 An approach to general videogame evaluation

and automatic generation using a description language

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

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

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

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

482015/2/3 葉錦頤 An approach to general videogame evaluation

and automatic generation using a description language

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

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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

512015/2/3 葉錦頤 An approach to general videogame evaluation

and automatic generation using a description language

522015/2/3 葉錦頤 An approach to general videogame evaluation

and automatic generation using a description language

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

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

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

56

Evolved Design #2 - Morphing

2015/2/3 葉錦頤 An approach to general videogame evaluation

and automatic generation using a description language

57

Evolved Design #3 - Spawning

2015/2/3 葉錦頤 An approach to general videogame evaluation

and automatic generation using a description language

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

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 rulesets2015/2/3

葉錦頤 An approach to general videogame evaluation and automatic generation using a description language

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

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

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:

GEBFSGEBestFSGDL

いいえ

[5] [14] [19]

GEBFSGEBestFSGA

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