Evolving Game Skill-Depth using General Video Game AI Agents
Jialin Liu, Julian Togelius, Diego Perez-Liebana, Simon M. Lucas

TL;DR
This paper investigates using general video game AI agents for automatic game evaluation by evolving game parameters to maximize skill-depth, comparing optimization algorithms to efficiently identify challenging game versions.
Contribution
It introduces a novel approach of using AI agents for automatic play-testing to estimate game skill-depth and compares two optimization algorithms for this purpose.
Findings
Both algorithms rapidly evolved games with significant skill-depth.
Choosing the right resampling number is crucial to handle noise.
Agent-based evaluation is feasible despite computational expense.
Abstract
Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a search space, and we can therefore use a Random Mutation Hill Climbing algorithm or other search methods to find the parameter settings that induce the best games. One of the hardest parts of this approach is defining a suitable fitness function. In this paper we explore the possibility of using one of a growing set of General Video Game AI agents to perform automatic play-testing. This enables a very general approach to game evaluation based on estimating the skill-depth of a game. Agent-based play-testing is computationally expensive, so we compare two simple but efficient optimisation algorithms: the Random Mutation Hill-Climber and the Multi-Armed…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsArtificial Intelligence in Games · Digital Games and Media · Educational Games and Gamification
MethodsSPEED: Separable Pyramidal Pooling EncodEr-Decoder for Real-Time Monocular Depth Estimation on Low-Resource Settings
