Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · 2013 · 52 citations · 9 references
Artificial IntelligenceGame AiEngineeringGame TheoryGame SemanticsSimulation Video GameComputational MechanicsFormal VerificationSearch SpaceVirtual RealityPlayable ContentModeling And SimulationRobot LearningProcedural GenerationGeneral Game PlayingGame DesignArtificial AgentDanceDesignComputer ScienceGamesGrammatical EvolutionReactive AiReward HackingPhysically Based AnimationAutomated ReasoningSimulation-based ApproachFormal MethodsArts
In order to automatically generate high-quality game levels, one needs to be able to automatically verify that the levels are playable. The simulation-based approach to playability testing uses an artificial agent to play through the level, but building such an agent is not always an easy task and such an agent is not always readily available. We discuss this prob- lem in the context of the physics-based puzzle game Cut the Rope, which features continuous time and state space, mak- ing several approaches such as exhaustive search and reactive agents inefficient. We show that a deliberative Prolog-based agent can be used to suggest all sensible moves at each state, which allows us to restrict the search space so that depth-first search for solutions become viable. This agent is successfully used to test playability in Ropossum, a level generator based on grammatical evolution. The method proposed in this paper is likely to be useful for a large variety of games with similar characteristics.
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An experiment in automatic game design
Julian Togelius, Jürgen Schmidhuber · 2008 · 243 citations
Artificial Intelligence, Game Ai, Evolutionary Game Theory +16
Georgios N. Yannakakis · 2012 · 165 citations
Gillian Smith, Jim Whitehead, Michael Mateas · 2010 · 138 citations
Architectural Design, Industrial Design, Platformer Level Design +15