Country
Intelligent Content Generation via Abstraction, Evolution and Reinforcement
LeBaron, Dean M. (Brigham Young University) | Mitchell, Logan A. (Brigham Young University) | Ventura, Dan (Brigham Young University)
We present a system for autonomously generating puzzles in the form of a 2D, tile-based world. Puzzle design is entirely dependent on tile characteristics, which are implemented as abstract classes that can be modified by the system. Thus, the system controls not only the base-level puzzle design but also (to some extent) the meta-level component design. The result is a rich space of possible puzzles that the system explores with a combination of evolutionary computation and Q -learning. The system autonomously produces a variety of puzzles of varying difficulty to create a game called Loki's Castle . The system is almost completely autonomous, requiring only a minimal description of what a puzzle should include, and the abstraction allows extensibility so that future versions can invent entirely new classes of tiles. Several puzzle examples are presented to demonstrate the system's capability.
Map Sketch Generation as a Service
Liapis, Antonios (University of Malta)
This paper describes the structure of a web service able to generate simple game levels via constrained evolutionary optimization. The provided web service allows users to generate playable game levels without needing to understand the underlying process and without having to allocate computational resources for doing so; combined with the highly expressive and customizable generator, a broad range of levels for different genres and purposes can meet many user needs.
Fiascomatic: A Framework for Automated Fiasco Playsets
Horswill, Ian D. (Northwestern University)
We present Fiascomatic , a mixed initiative system for generating consistent scenarios for the indie storytelling RPG Fiasco . Players can repeatedly generate scenarios, locking down aspects of a scenario they like and regenerating aspects they don’t, until they arrive at a scenario they find entertaining. It is not a story generation system; it generates scenarios from which players then generate stories. Nor is it intended to generate optimal scenarios; it generates random scenarios which the players can then curate according to their taste. Fiascomatic presents an interesting intermediate point between non-automated table-top RPGs and fully automated systems such as story generators or autonomous characters. It is a tool that can be used by Fiasco players to speed the generation of game setups while preserving creative input on the part of the players, and by Fiasco playset authors to make automated playsets.
Sarah and Sally: Creating a Likeable and Competent AI Sidekick for a Videogame
Cerny, Martin (Charles University in Prague)
Creating reasonable AI for sidekicks in games has proven to be a difficult challenge synthetizing player modelling and cooperative planning, both being problems hard by themselves. In this paper, we experiment with designing around these problems: we propose a cooperative puzzle-platformer game that was designed to look similarly to the mainstream of the genre, but to allow for an easy implementation of a quality sidekick AI, letting us test player reactions to the AI. The game was designed so that it is easy for the AI to find optimal solutions while the problem is relatively hard for a human player. We gathered survey responses from players who played the game online (N=28). While the AI sidekick was reported as likeable and helpful, players still reported greater enjoyment of the game when they were allowed to control the sidekick themselves. These findings indicate that the AI itself is not the only obstacle to truly enjoyable gameplay with an AI sidekick.
A Benchmark for StarCraft Intelligent Agents
Uriarte, Alberto (Drexel University) | Ontañón, Santiago (Drexel University)
The problem of comparing the performance of different Real-Time Strategy (RTS) Intelligent Agents (IA) is non-trivial. And often different research groups employ different testing methodologies designed to test specific aspects of the agents. However, the lack of a standard process to evaluate and compare different methods in the same context makes progress assessment difficult. In order to address this problem, this paper presents a set of benchmark scenarios and metrics aimed at evaluating the performance of different techniques or agents for the RTS game StarCraft. We used these scenarios to compare the performance of a collection of bots participating in recent StarCraft AI (Artificial Intelligence) competitions to illustrate the usefulness of our proposed benchmarks.
StarCraft Unit Motion: Analysis and Search Enhancements
Schneider, Douglas Philip (University of Alberta) | Buro, Michael (University of Alberta)
Real-time strategy (RTS) games pose challenges to AI research on many levels, ranging from selecting targets in unit combat situations, over efficient multi-unit pathfinding, to high-level economic decisions. Due to the complexity of RTS games, writing competitive AI systems for these games requires high speed adaptive algorithms and simplified models of the game world. In this paper we focus on motion prediction and motion planning in StarCraft — a popular RTS game for which a C++ API exists that allows us to write AI systems to play the game. We explore our existing unit motion model of StarCraft and find and fix some inconsistencies to improve the model by accounting for systematic command execution delays and unit acceleration. We then investigate ways to improve existing combat motion planning systems that are based on discrete unit motion sets, and show that search-based algorithms and scripts can benefit from using a new direction set that considers moves towards the closest enemy unit, away from it, and perpendicular to both directions.
Planning in RTS Games with Incomplete Action Definitions via Answer Set Programming
Balduccini, Marcello (Drexel University) | Uriarte, Alberto (Drexel University) | Ontañón, Santiago (Drexel University)
Standard game tree search algorithms, such as minimax or Monte Carlo Tree Search, assume the existence of an accurate forward model that simulates the effects of actions in the game. Creating such model, however, is a challenge in itself.One cause of the complexity of the task is the gap in level of abstraction between the informal specification of the model and its implementation language. To overcome this issue, we propose a technique for the implementation of forward models that relies on the Answer Set Programming paradigm and on well-established knowledge representation techniques from defeasible reasoning and reasoning about actions and change. We evaluate our approach in the context of Real-Time Strategy games using a collection of StarCraft scenarios.
Playable Experiences at AIIDE 2015
Cook, Michael (Falmouth University) | Eiserloh, Squirrel (Southern Methodist University) | Robertson, Justus (North Carolina State University) | Young, R. Michael (North Carolina State University) | Thompson, Tommy (Table Flip Games / University of Derby) | Churchill, David (Lunarch Studios / University of Alberta) | Cerny, Martin (Charles University in Prague) | Hernandez, Sergio Poo (University of Alberta) | Bulitko, Vadim (University of Alberta)
MKULTRA (Demo)
Horswill, Ian D. (Northwestern University)
MKULTRA is an experimental game that explores novel AI-based game mechanics. Similar in some ways to text-based interactive fiction, the player controls a character who interacts with other characters through dialog. Unlike traditional IF, MKULTRA characters have simple natural language understanding and generation capabilities, sufficient to answer questions and carry out simple tasks. The game explores a novel game mechanic, belief injection, in which players can manipulate the behavior of NPCs by injecting false beliefs into their knowledge bases. This allows for an unusual form of puzzle-based gameplay, in which the player must understand the beliefs and motivational structure of the characters well enough to understand what beliefs to inject.
Automatic Real-Time Music Generation for Games
Engels, Steve (University of Toronto) | Tong, Tiffany (University of Toronto) | Chan, Fabian (University of Toronto)
Music composition can be a challenge for many small- to medium-sized game companies, largely due to the expense and difficulty in creating original music for each level of a game. To address this, we developed a tool that automatically generates original music, by training a music generator on pieces whose style the game designer wishes to imitate. The generator then creates original music in that style in real-time, and switches between styles when signaled by the game. This software has been refined to produce music that is coherent and imitates a composer’s larger music structure.