2017 IEEE Conference on Computational Intelligence and Games (CIG) 2017
DOI: 10.1109/cig.2017.8080431
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General video game rule generation

Abstract: We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate the rules of a game that fits that level. This can be seen as the inverse of the General Video Game Level Generation problem. Conceptualizing these two problems as separate helps breaking the very hard problem of generating complete games into smaller, more manageable subprob… Show more

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Cited by 37 publications
(24 citation statements)
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References 20 publications
(32 reference statements)
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“…Years later, Perez-Liebana et al [3] implemented a version of Schaul's initial framework in Java and organized the first General Video Game AI (GVGAI) competition in 2014 [8], which employed games developed in VGDL. In the following years, this framework was extended to accommodate two-player games [9], [10], level [11], rule [12] generation, and real-world physics games [13]. These competition tracks accumulate hundreds of submissions.…”
Section: The Gvgai Frameworkmentioning
confidence: 99%
“…Years later, Perez-Liebana et al [3] implemented a version of Schaul's initial framework in Java and organized the first General Video Game AI (GVGAI) competition in 2014 [8], which employed games developed in VGDL. In the following years, this framework was extended to accommodate two-player games [9], [10], level [11], rule [12] generation, and real-world physics games [13]. These competition tracks accumulate hundreds of submissions.…”
Section: The Gvgai Frameworkmentioning
confidence: 99%
“…While the cases surveyed in Section IV focused mostly on the generation of levels and visuals, it is important to explore how QD algorithms can work with different facets of game content such as rules [50], music [51], etc. These facets come with their own challenges in defining quality or diversity.…”
Section: Open Problems and Outlookmentioning
confidence: 99%
“…However, in the learning track, no forward model is given, a learning agent needs to learn in an trial-and-error way. There are two other tracks based on the GVGAI framework which focus more on game design: the rule generation [10] and the level generation [11]. In the rule generation track, a competition entry (generator) is required to generate game rules (interactions and game termination conditions) given a game level as input, while in the level generation track, an entry is asked to generate a level for a certain game.…”
Section: A General Video Game Ai Frameworkmentioning
confidence: 99%