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Automated Game Design via Conceptual Expansion (1809.02232v1)

Published 6 Sep 2018 in cs.AI

Abstract: Automated game design has remained a key challenge within the field of Game AI. In this paper, we introduce a method for recombining existing games to create new games through a process called conceptual expansion. Prior automated game design approaches have relied on hand-authored or crowd-sourced knowledge, which limits the scope and applications of such systems. Our approach instead relies on machine learning to learn approximate representations of games. Our approach recombines knowledge from these learned representations to create new games via conceptual expansion. We evaluate this approach by demonstrating the ability for the system to recreate existing games. To the best of our knowledge, this represents the first machine learning-based automated game design system.

Citations (36)

Summary

  • The paper introduces a machine learning system that leverages conceptual expansion to recombine game elements and generate novel game designs.
  • It constructs component-based game graphs from gameplay videos and spritesheets, integrating probabilistic models for levels with formal rule representations.
  • Experimental evaluations on NES platformers reveal that the conceptual expansion approach outperforms methods like K-nearest neighbors and genetic algorithms in synthesizing complete game structures.

Automated Game Design via Conceptual Expansion

The paper "Automated Game Design via Conceptual Expansion" by Guzdial and Riedl addresses the challenges inherent in the pursuit of automated game design, and advances a novel methodology involving machine learning and conceptual expansion. This work distinguishes itself by shifting away from traditional dependency on hand-authored knowledge and explores the potential of machine learning in recombining game elements to design novel games. This innovation not only holds the promise of democratizing game design by reducing the expertise barrier but also brings forth new opportunities in leveraging games for diverse applications.

Overview of Approach

In contrast to existing procedural content generation methods, which often require human-authored inputs, this research introduces a system that constructs a component-based representation of games through gameplay video analysis and spritesheet utilization. Within this process, the authors employ a unique combination of approaches. They utilize machine learning to construct probabilistic graphical models for level design and logic-based formal models for rule sets. The synthesized data forms the basis for a game graph, representing both the structural and dynamic nodes of a game through machine-learned models.

The conceptual expansion algorithm is central to this paper, allowing for novel game creation. By leveraging multiple existing game graphs, the algorithm explores a high-dimensional search space created by the combination of different game nodes. Thus, it seeks to optimize a game design according to predefined heuristics, effectively producing new games as interpolations or extrapolations between established ones.

Experimental Evaluation

The authors evaluate their system through two simulated scenarios: as a design tool and as a development aid. These evaluations employ classic NES platformers as test cases: Super Mario Bros., Kirby's Adventure, and Mega Man. The system's ability to generate complete game structures from partial designs is tested against an established heuristic measure, which compares the synthesized game's design and rule set against an unseen goal game.

Conceptual expansion was benchmarked against baselines including K-nearest neighbors, a genetic algorithm, and a variant based on conceptual blending. The results showed the superiority of the conceptual expansion approach in most scenarios, highlighting its efficacy in recreating existing game dynamics from sparse initial data points.

Implications and Future Directions

The implications of this research extend to the capabilities of artificial intelligence in creative fields. By effectively learning and blending game representations, this method opens theoretical avenues for developing more intelligent systems that can autonomously produce unique game mechanics and levels—unhindered by the generative constraints of mere remixes. Practically, this technology could lead to novel applications, such as rapid prototyping tools for game designers or educational aids that use custom games tailored to specific learning outcomes.

Looking forward, future research might look to extend this work beyond the current scope. Improvements could entail incorporating more diverse game genres and mechanics, facilitating a broader range of creative outputs. Additionally, adapting these methods for 3D game environments, which comprise more complex data structures, would represent an intriguing challenge. Moreover, human-centric evaluations would determine the qualitative aspects of generated games, further validating this technology's utility in practical applications.

In summary, by demonstrating a machine learning-based system for automated game design, this paper contributes a meaningful step toward more autonomous and creative AI-driven applications in the gaming industry.

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