计算机科学
电子游戏
发电机(电路理论)
建设性的
序贯博弈
游戏开发者
电子游戏开发
游戏设计
博弈论
博弈机制
人工智能
理论计算机科学
程序设计语言
多媒体
数理经济学
数学
过程(计算)
功率(物理)
量子力学
物理
作者
Ahmed Khalifa,Michael Cerny Green,Diego Pérez-Liébana,Julian Togelius
出处
期刊:Cornell University - arXiv
日期:2019-01-01
标识
DOI:10.48550/arxiv.1906.05160
摘要
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.
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