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MCMCTS PCG 4 SMB: Monte Carlo Tree Search to Guide Platformer Level Generation

AAAI Conferences

Markov chains are an enticing option for machine learned generation of platformer levels, but offer poor control for designers and are likely to produce unplayable levels. In this paper we present a method for guiding Markov chain generation using Monte Carlo Tree Search that we call Markov Chain Monte Carlo Tree Search (MCMCTS). We demonstrate an example use for this technique by creating levels trained on a corpus of levels from Super Mario Bros. We then present a player modeling study that was run with the hopes of using the data to better inform the generation of levels in future work.


Sampling Hyrule: Multi-Technique Probabilistic Level Generation for Action Role Playing Games

AAAI Conferences

Procedural Content Generation (PCG) using machine learning is a fast growing area of research. Action Role Playing Game (ARPG) levels represent an interesting challenge for PCG due to their multi-tiered structure and nonlinearity. Previous work has used Bayes Nets (BN) to learn properties of the topological structure of levels from The Legend of Zelda. In this paper we describe a method for sampling these learned distributions to generate valid, playable level topologies. We carry this deeper and learn a sampleable representation of the individual rooms using Principal Component Analysis. We combine the two techniques and present a multi-scale machine learned technique for procedurally generating ARPG levels from a corpus of levels from The Legend of Zelda.


Toward Characters Who Observe, Tell, Misremember, and Lie

AAAI Conferences

Knowledge and its attendant phenomena are central to human storytelling and to the human experience more generally, but we find very few games that revolve around these concerns. This works to preclude a whole class of narrative experiences in games, and it also damages character believability. In this paper, we present an AI framework that supports gameplay with non-player characters who observe and form knowledge about the world, propagate knowledge to other characters, misremember and forget knowledge, and lie. We outline this framework through the lens of a gameplay experience that is intended to showcase it, called Talk of the Town, which we are currently developing. From a review of earlier projects, we find that our system has a novel combination of features found only independently across other systems, and that it is among the first to support character memory fallibility.


The Marginal: A Game for Modeling Players' Perceptions of Gradient Membership in Avatar Categories

AAAI Conferences

We encounter the results of category formation every day, from demographic categories like race and gender, to role-playing-game classes like "fighter" or "mage". Category membership is often not simply based on the possession of discrete properties but instead constructed from and reflect the highly nuanced relationships (gradience) between members and best-example individuals called "prototypes". In this paper, we present The Marginal, an artificial intelligence (AI)-driven game that (1) computationally models the cognitive categories that players develop when customizing videogame avatars and (2) generates challenges for players to use their perception of visual, textual, and numerical data to progress in a game created using these models. We use archetypal analysis, an AI clustering approach for identifying boundary points in data, to generate tasks in The Marginal for its gameplay. It shows how AI can be combined with games to model and evaluate cognitive  categorization phenomena.


Intelligent Content Generation via Abstraction, Evolution and Reinforcement

AAAI Conferences

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

AAAI Conferences

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

AAAI Conferences

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.


Would You Look At That! Vision-Driven Procedural Level Design

AAAI Conferences

In this paper we present a technique for procedurally generating sections of 3D level geometry using computational evolution and guided by the visibility of certain game objects or areas during play. We show that certain level design goals can be achieved in the resulting levels, such as encouraging or dissuading player sightings of certain objects or locations. We also give details of a simple study of players on the generated levels, and discuss how this might be expanded to incorporate more complex problems related to level design.


Sarah and Sally: Creating a Likeable and Competent AI Sidekick for a Videogame

AAAI Conferences

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

AAAI Conferences

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.