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Comment Re:Yavalath (Score 1) 112

Yes, Cameron's work was one of our sources of inspiration. The Ludi system that produced Yavalath is clearly a milestone in research on automatic game design. Another source of inspiration was my own work on automatic game design for simple PacMan-like games, which was carried out at the same time as Cameron's work and is described in this paper:
http://julian.togelius.com/Togelius2008An.pdf
In general, this line of research is still in its infancy, as we are trying to figure out new ways of evaluating game quality and representing various aspects of games.

Comment Some additional info (Score 1) 112

The original papers describing the work can be found here:
http://julian.togelius.com/Font2013Towards.pdf
and
http://julian.togelius.com/Font2013A.pdf

Similar evolutionary techniques have been used to generate a number of different types of game content, including Starcraft maps, Super Mario levels, rocks, dungeons, weapons... Here's an overview:
http://julian.togelius.com/Togelius2011Searchbased.pdf

Submission + - AI system invents new card games (for humans) (newscientist.com)

jtogel writes: This New Scientist article describes our AI system that automatically generates card games. The article contains a description of a playable card game generated by our system. But card games are just the beginning... The card game generator is a part of a larger project to automatise all of game development using artificial intelligence methods — we're also working on level generation for a variety of different games, and on rule generation for simple arcade-like games.

Comment Important clarification (Score 1) 114

The aim of the competition is not merely to create random levels, but to generate levels that are tailored to particular players' playing styles and skills. The level generator gets as inputs how well a player performed on a test level and various metrics detailing e.g. how much time the player spent jumping and running and how many fireballs were fired. The level will then be judged by the player who played the test level. See more about the rules at: http://www.marioai.org/LevelGeneration/Interface Also, please note that those who submit a level generator can also submit a paper about it to the CIG conference. http://game.itu.dk/cig2010/?page_id=483

Submission + - New AI challenge is all about wanton destruction (uni-wuerzburg.de)

togelius writes: "Previous years have seen a number of car racing competitions where neural nets, rule-based systems and other fancy AI techniques have been put to the test by letting them drive on a track and seeing who gets the best lap time. Recognizing that finding the Michael Schumacher of AI is not enough, a team of researchers from University of Wuerzburg now wants to find the Mad Max of AI. Their new competition is called "Demolition Derby" and the goal is to "wreck all opponent cars by crashing into them without getting wrecked yourself". For this, they use the open-source TORCS game and a custom AI interface, allowing all and any AI researchers and enthusiasts (including you!) to submit their best and most aggressive controllers."
Games

Submission + - Should computer games adapt to the way you play? (newscientist.com) 1

jtogel writes: "Many games use "rubberbanding" to adapt to your skill level, making the game harder if you're a better player and vice versa. Just think of Mario Kart and the blatantly obvious ways it punishes you if you drive too well by giving the people who are hopelessly behind super-weapons to smack you with. It's also very common to just increase the skill of the NPCs as you get better — see e.g. Oblivion. In my research group, we are working on slightly more sophisticated ways to adapt the game to you, including generating new level elements based on your playing style.

Now, the question is: is this a good thing at all? Some people would claim that adapting the game to you just rewards mediocrity (you don't get rewarded for playing well). Others would say that it restricts the freedom of expression of the game designer. But still, game players have very different skill levels and skill sets when they come to a game, and we would like to cater to them all. And if you don't see playing skill as one-dimensional, maybe it's possible to do meaningful adaptation? What sort of game adaptation would you like to see? I'm very interested in your feedback here..."

Comment Re:Play style is not a constant (Score 1) 167

Well, there is nothing in the article (or in our research program as a whole) that says that playing styles are static. What's (more or less) static are models of player style/player preferences. Once we have the model, we can re-categorize you every time you play. This way we can do adaptive difficulty, amongst many other things.
XBox (Games)

Submission + - In the Underworld, the game plays you! (www.itu.dk)

togelius writes: "Whenever you play a game of Tomb Raider: Underworld, heaps of data about your playing style is collected at Eidos' servers. Researchers at the Center for Computer Games Research have now mined this data to find out who you are! Using self-organizing neural networks, they classified players as either Veterans, Solvers, Pacifists or Runners. It turns out people play the game for very different reasons and focus on different parts of the game, but almost everyone falls into one of these categories. These neural networks can now instantly find out which of these you belong to based on just seeing you play. In the near future, such networks will be used to adapt games like Tomb Raider while they are played (e.g. by removing or adding puzzles and enemies), so you get the game you want."

Comment Re:Shard of glass in my delicious pie! *gruff* (Score 3, Informative) 110

Personally, I love Java, but I recognize that not everybody does. As another poster has already commented below, any language is permitted as long it can somehow interface to the game code. To begin with, there are several languages other than Java that run on the JVM (Scala, for example) and these can interface directly to the code. You can also interface via the provided TCP interface; we've included a Python example. Or via JNI (Java Native Interface) for c programs.

Comment Re:too short. (Score 1) 110

The CIG deadline is September 3, which is almost a month away (you don't need to submit to the first phase). Plus, if the competition is a success, it will run next year as well.

While I admit the documentation is a bit on the short side, it should be perfectly enough to get started. All you need to do is look at the Agent interface, and there you have the format of the data the game is giving to you.

Comment Re:This is hard (Score 1) 110

Yeah, please enter! You can set the level difficulty from 0 to 10, and choose whether to have enemies in or not (with the world paused/unpaused option), so basically you can evaluate your solutions first on a paused level with difficulty 0 (few holes and few obstacles) and then incrementally increase the difficulty.

Comment Re:Thanks for the advanced notification! (Score 3, Informative) 110

We did some advertising for this within the academic research community in spring, but for various reasons we were a bit late with reaching out beyond academia. Definitely an oversight on our part. Still, the deadline for the CIG phase (you don't have to submit to the first phase) is almost a month away, and if the competition is a success this year we'll run it next year as well.

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