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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
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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
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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
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Introduction
Developing a general approach for automatic design evaluation and generation for games authored using PuzzleScript
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and automatic generation using a description language
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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
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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
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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
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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
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Evaluating Videogame Design D.F.Harrel. [MIT Press 2013] J.Rohrer. Passage. [Online].
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and automatic generation using a description language
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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
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General Video Game Playing & Description Languages J.Levine [CIG2013] T.Schaul [CIG2013]
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and automatic generation using a description language
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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
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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
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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
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PuzzleScript
T.Schaul [CIG2013]
2015/2/3 葉錦頤 An approach to general videogame evaluation
and automatic generation using a description language
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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
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Overview of Selected PuzzleScript Game Microban Block Faker Lime Rick Atlas Shrank
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and automatic generation using a description language
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Microban
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and automatic generation using a description language
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Block Faker
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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
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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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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
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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
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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
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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
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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
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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
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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
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Method: Design Evolution with Rulesets
Ruleset Heuristics Fitness Functions Mutation Crossover Operators
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Ruleset Heuristics
Player in Ruleset Object in Ruleset Player in LHS Player Movement in Ruleset Unique Directions per Rule
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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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Fitness Functions
Feasibility Validity
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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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Mutation
Ruleset Size Mutator Object Mutator Direction Mutator Block Size Mutator Hand-Size Swap Mutator
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Mutation
2015/2/3 葉錦頤 An approach to general videogame evaluation
and automatic generation using a description language
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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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Crossover Operators
Hand-Side Crossover Element Crossover
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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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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
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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)
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BestFS vs BFS
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General Evaluation Best-First-Search Simulation(GEBestFS)
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GEBFS vs GEBestFS
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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
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Result
Simulation Result & Analysis Evolution Result & Analysis Evolved Designs
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and automatic generation using a description language
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Result
Simulation Result & Analysis Evolution Result & Analysis Evolved Designs
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and automatic generation using a description language
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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
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Result
Simulation Result & Analysis Evolution Result & Analysis Evolved Designs
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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
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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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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
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Evolved Design #1 - Crate Pull
2015/2/3 葉錦頤 An approach to general videogame evaluation
and automatic generation using a description language
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Evolved Design #2 - Morphing
2015/2/3 葉錦頤 An approach to general videogame evaluation
and automatic generation using a description language
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Evolved Design #3 - Spawning
2015/2/3 葉錦頤 An approach to general videogame evaluation
and automatic generation using a description language
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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
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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
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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
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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
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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
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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
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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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