Nelson, Mark J.
Estimates for the Branching Factors of Atari Games
Nelson, Mark J.
The branching factor of a game is the average number of new states reachable from a given state. It is a widely used metric in AI research on board games, but less often computed or discussed for videogames. This paper provides estimates for the branching factors of 103 Atari 2600 games, as implemented in the Arcade Learning Environment (ALE). Depending on the game, ALE exposes between 3 and 18 available actions per frame of gameplay, which is an upper bound on branching factor. This paper shows, based on an enumeration of the first 1 million distinct states reachable in each game, that the average branching factor is usually much lower, in many games barely above 1. In addition to reporting the branching factors, this paper aims to clarify what constitutes a distinct state in ALE.
Preface
Nelson, Mark J. (IT University of Copenhagen)
โGame AIโ usually brings to mind control of opponents and other characters. We are interested in a different way that AI can intersect games: during the design process. How can retrieval, inference, knowledge representation, learning, and search loosen the bottlenecks in the game design process? How can AI be put to use in ideation, prototyping, feedback, visualization, synthesis and verification of designed artifacts (puzzles, missions, maps, mechanics, stories ...)? How can AI provide assistance to game designers and/or share the creative responsibilities in design?
Generating Narrative Action Schemas for Suspense
Giannatos, Spyridon (IT University of Copenhagen) | Cheong, Yun-Gyung (IT University of Copenhagen) | Nelson, Mark J. (IT University of Copenhagen) | Yannakakis, Georgios N. (IT University of Copenhagen)
A bottleneck in interactive storytelling is the authorial burden of writing narrative units, and connecting them to the interactive narrative structure. To address this problem, we present a hybrid approach that combines AI planning and evolutionary optimization in order to generated new plan operators representing possible story actions, within the framework of a planning-based interactive narrative system. We focus our work on inventing plan operators that are useful for contributing to suspenseful interactive stories, using suspense metrics that have been proposed in the literature. We devise an encoding scheme for converting a plan operator into a genetic-algorithm chromosome and vice versa, respecting constraints that are needed for an operator to be well-formed. We discuss the performance of the system, and several examples from preliminary experiments carried out to evaluate the evolved operators.
Game Metrics Without Players: Strategies for Understanding Game Artifacts
Nelson, Mark J. (IT University of Copenhagen)
Game metrics are an approach to understanding games and gameplay by analyzing and visualizing information collected from players in playtests. This paper proposes that another source of metrics is the game itself, and that not all information needs to (or ought to) come from empirical playtests. I discuss seven strategies for extracting information from games, and discuss how the information retrieved in this manner relates to empirical playtest metrics---which it differs from but can often complement.
Suggesting New Plot Elements for an Interactive Story
Giannatos, Spyridon (IT University of Copenhagen) | Nelson, Mark J. (IT University of Copenhagen) | Cheong, Yun-Gyung (IT University of Copenhagen) | Yannakakis, Georgios N. (IT University of Copenhagen)
We present a system that uses evolutionary optimization to suggest new story-world events that, if added to an existing interactive story, would most improve the average interactive experience, according to author-supplied criteria. In doing so, we aim to apply some of the ideas from drama-managed storytelling, such as authorial aesthetic control, in an unguided setting more akin to emergent storytelling: rather than guiding or directing a player towards an experience in line with an author's aesthetic goals, the storyworld is augmented with new content in a way that will tend to align with an author's goals, even if the player is not guided. In this paper, we present an offline system, and demonstrate its robustness to a number of variations in authorial criteria and player-model assumptions. This is intended to lay the groundwork for a future system that would generate new content online, allowing for interactive stories larger than those explicitly written by the author.