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Expanding Horizons of Level Diversity via Multi-objective Evolutionary Learning

Zhang, Qingquan, Wang, Ziqi, Li, Yuchen, Zhang, Keyuan, Yuan, Bo, Liu, Jialin

arXiv.org Artificial Intelligence

Abstract--In recent years, the generation of diverse game levels has gained increasing interest, contributing to a richer and more engaging gaming experience. A number of level diversity metrics have been proposed in literature, which are naturally multi-dimensional, leading to conflicted, complementary, or both relationships among these dimensions. However, existing level generation approaches often fail to comprehensively assess diversity across those dimensions. This paper aims to expand horizons of level diversity by considering multi-dimensional diversity when training generative models. We formulate the model training as a multi-objective learning problem, where each diversity metric is treated as a distinct objective. Furthermore, a multi-objective evolutionary learning framework that optimises multiple diversity metrics simultaneously throughout the model training process is proposed. Our case study on the commonly used benchmark Super Mario Bros. demonstrates that our proposed framework can enhance multi-dimensional diversity and identify a Pareto front of generative models, which provides a range of tradeoffs among playability and two representative diversity metrics, including a content-based one and a player-centered one. Such capability enables decision-makers to make informed choices when selecting generators accommodating a variety of scenarios and the diverse needs of players and designers. Impact Statement--Artificial intelligence-generated content (AIGC) techniques offer a new paradigm of content creation and have numerous applications in several industry sectors, including digital games. Evaluating game levels is crucial and should consider different aspects, with diversity being one of the most important. Multiple content-based and player-centered metrics have been proposed for measuring level diversity.


Privacy Preservation and Identity Tracing Prevention in AI-Driven Eye Tracking for Interactive Learning Environments

Rehman, Abdul, Dæhlen, Are, Heldal, Ilona, Lin, Jerry Chun-wei

arXiv.org Artificial Intelligence

Eye-tracking technology can aid in understanding neurodevelopmental disorders and tracing a person's identity. However, this technology poses a significant risk to privacy, as it captures sensitive information about individuals and increases the likelihood that data can be traced back to them. This paper proposes a human-centered framework designed to prevent identity backtracking while preserving the pedagogical benefits of AI-powered eye tracking in interactive learning environments. We explore how real-time data anonymization, ethical design principles, and regulatory compliance (such as GDPR) can be integrated to build trust and transparency. We first demonstrate the potential for backtracking student IDs and diagnoses in various scenarios using serious game-based eye-tracking data. We then provide a two-stage privacy-preserving framework that prevents participants from being tracked while still enabling diagnostic classification. The first phase covers four scenarios: I) Predicting disorder diagnoses based on different game levels. II) Predicting student IDs based on different game levels. III) Predicting student IDs based on randomized data. IV) Utilizing K-Means for out-of-sample data. In the second phase, we present a two-stage framework that preserves privacy. We also employ Federated Learning (FL) across multiple clients, incorporating a secure identity management system with dummy IDs and administrator-only access controls. In the first phase, the proposed framework achieved 99.3% accuracy for scenario 1, 63% accuracy for scenario 2, and 99.7% accuracy for scenario 3, successfully identifying and assigning a new student ID in scenario 4. In phase 2, we effectively prevented backtracking and established a secure identity management system with dummy IDs and administrator-only access controls, achieving an overall accuracy of 99.40%.


Bayesian Optimization-based Search for Agent Control in Automated Game Testing

Celemin, Carlos

arXiv.org Artificial Intelligence

Personal use of this material is permitted. Abstract --This work introduces an automated testing approach that employs agents controlling game characters to detect potential bugs within a game level. Harnessing the power of Bayesian Optimization (BO) to execute sample-efficient search, the method determines the next sampling point by analyzing the data collected so far and calculates the data point that will maximize information acquisition. T o support the BO process, we introduce a game testing-specific model built on top of a grid map, that features the smoothness and uncertainty estimation required by BO, however and most importantly, it does not suffer the scalability issues that traditional models carry. The experiments demonstrate that the approach significantly improves map coverage capabilities in both time efficiency and exploration distribution. There is a spectrum of issues that can be encountered in a game, ranging from the low-level of abstraction, e.g., the related to collisions detection, game mechanics, performance, crash states, all the way to the high-level end problems like game balance, or player experience [1], [2].


Trajectory Entropy: Modeling Game State Stability from Multimodality Trajectory Prediction

Zhang, Yesheng, Sun, Wenjian, Chen, Yuheng, Liu, Qingwei, Lin, Qi, Zhang, Rui, Zhao, Xu

arXiv.org Artificial Intelligence

--Complex interactions among agents present a significant challenge for autonomous driving in real-world scenarios. Recently, a promising approach has emerged, which formulates the interactions of agents as a level-k game framework. However, this framework ignores both the varying driving complexities among agents and the dynamic changes in agent states across game levels, instead treating them uniformly. Consequently, redundant and error-prone computations are introduced into this framework. T o tackle the issue, this paper proposes a metric, termed as Trajectory Entropy, to reveal the game status of agents within the level-k game framework. The key insight stems from recognizing the inherit relationship between agent policy uncertainty and the associated driving complexity. Then, the signal-to-noise ratio of this signal is utilized to quantify the game status of agents. Based on the proposed Trajectory Entropy, we refine the current level-k game framework through a simple gating mechanism, significantly improving overall accuracy while reducing computational costs. Our method is evaluated on the Waymo and nuPlan datasets, in terms of trajectory prediction, open-loop and closed-loop planning tasks. The results demonstrate the state-of-the-art performance of our method, with precision improved by up to 19. 89% for prediction and up to 16. 48% for planning. OINT trajectory prediction and ego vehicle planning has been demonstrated as a promising approach to achieve intelligent Autonomous Driving (AD) [1]-[5].


Simulation-Driven Balancing of Competitive Game Levels with Reinforcement Learning

Rupp, Florian, Eberhardinger, Manuel, Eckert, Kai

arXiv.org Artificial Intelligence

The balancing process for game levels in competitive two-player contexts involves a lot of manual work and testing, particularly for non-symmetrical game levels. In this work, we frame game balancing as a procedural content generation task and propose an architecture for automatically balancing of tile-based levels within the PCGRL framework (procedural content generation via reinforcement learning). Our architecture is divided into three parts: (1) a level generator, (2) a balancing agent, and (3) a reward modeling simulation. Through repeated simulations, the balancing agent receives rewards for adjusting the level towards a given balancing objective, such as equal win rates for all players. To this end, we propose new swap-based representations to improve the robustness of playability, thereby enabling agents to balance game levels more effectively and quickly compared to traditional PCGRL. By analyzing the agent's swapping behavior, we can infer which tile types have the most impact on the balance. We validate our approach in the Neural MMO (NMMO) environment in a competitive two-player scenario. In this extended conference paper, we present improved results, explore the applicability of the method to various forms of balancing beyond equal balancing, compare the performance to another search-based approach, and discuss the application of existing fairness metrics to game balancing.


Game Generation via Large Language Models

Hu, Chengpeng, Zhao, Yunlong, Liu, Jialin

arXiv.org Artificial Intelligence

Recently, the emergence of large language models (LLMs) has unlocked new opportunities for procedural content generation. However, recent attempts mainly focus on level generation for specific games with defined game rules such as Super Mario Bros. and Zelda. This paper investigates the game generation via LLMs. Based on video game description language, this paper proposes an LLM-based framework to generate game rules and levels simultaneously. Experiments demonstrate how the framework works with prompts considering different combinations of context. Our findings extend the current applications of LLMs and offer new insights for generating new games in the area of procedural content generation.


Game Level Blending using a Learned Level Representation

Atmakuri, Venkata Sai Revanth, Cooper, Seth, Guzdial, Matthew

arXiv.org Artificial Intelligence

Game level blending via machine learning, the process of combining features of game levels to create unique and novel game levels using Procedural Content Generation via Machine Learning (PCGML) techniques, has gained increasing popularity in recent years. However, many existing techniques rely on human-annotated level representations, which limits game level blending to a limited number of annotated games. Even with annotated games, researchers often need to author an additional shared representation to make blending possible. In this paper, we present a novel approach to game level blending that employs Clustering-based Tile Embeddings (CTE), a learned level representation technique that can serve as a level representation for unannotated games and a unified level representation across games without the need for human annotation. CTE represents game level tiles as a continuous vector representation, unifying their visual, contextual, and behavioral information. We apply this approach to two classic Nintendo games, Lode Runner and The Legend of Zelda. We run an evaluation comparing the CTE representation to a common, human-annotated representation in the blending task and find that CTE has comparable or better performance without the need for human annotation.


Balancing of competitive two-player Game Levels with Reinforcement Learning

Rupp, Florian, Eberhardinger, Manuel, Eckert, Kai

arXiv.org Artificial Intelligence

The balancing process for game levels in a competitive two-player context involves a lot of manual work and testing, particularly in non-symmetrical game levels. In this paper, we propose an architecture for automated balancing of tile-based levels within the recently introduced PCGRL framework (procedural content generation via reinforcement learning). Our architecture is divided into three parts: (1) a level generator, (2) a balancing agent and, (3) a reward modeling simulation. By playing the level in a simulation repeatedly, the balancing agent is rewarded for modifying it towards the same win rates for all players. To this end, we introduce a novel family of swap-based representations to increase robustness towards playability. We show that this approach is capable to teach an agent how to alter a level for balancing better and faster than plain PCGRL. In addition, by analyzing the agent's swapping behavior, we can draw conclusions about which tile types influence the balancing most. We test and show our results using the Neural MMO (NMMO) environment in a competitive two-player setting.


Level Generation Through Large Language Models

Todd, Graham, Earle, Sam, Nasir, Muhammad Umair, Green, Michael Cerny, Togelius, Julian

arXiv.org Artificial Intelligence

Large Language Models (LLMs) are powerful tools, capable of leveraging their training on natural language to write stories, generate code, and answer questions. But can they generate functional video game levels? Game levels, with their complex functional constraints and spatial relationships in more than one dimension, are very different from the kinds of data an LLM typically sees during training. Datasets of game levels are also hard to come by, potentially taxing the abilities of these data-hungry models. We investigate the use of LLMs to generate levels for the game Sokoban, finding that LLMs are indeed capable of doing so, and that their performance scales dramatically with dataset size. We also perform preliminary experiments on controlling LLM level generators and discuss promising areas for future work.


Linden

AAAI Conferences

There is an increasing demand to improve the procedural generation of game levels. Our approach empowers game designers to author and control level generators, by expressing gameplay-related design constraints. Graph grammars, resulting from these designer-expressed constraints, can generate sequences of desired player actions as well as their associated target content. These action graphs are used to determine layouts and content for game levels.