Game Mechanic Alignment Theory and Discovery
- URL: http://arxiv.org/abs/2102.10247v1
- Date: Sat, 20 Feb 2021 03:41:03 GMT
- Title: Game Mechanic Alignment Theory and Discovery
- Authors: Michael Cerny Green, Ahmed Khalifa, Philip Bontrager, Rodrigo Canaan
and Julian Togelius
- Abstract summary: We present a new concept called Game Mechanic Alignment theory.
By disentangling player and environmental influences, mechanics may be better identified for use in an automated tutorial generation system.
- Score: 5.5805433423452895
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: We present a new concept called Game Mechanic Alignment theory as a way to
organize game mechanics through the lens of environmental rewards and intrinsic
player motivations. By disentangling player and environmental influences,
mechanics may be better identified for use in an automated tutorial generation
system, which could tailor tutorials for a particular playstyle or player.
Within, we apply this theory to several well-known games to demonstrate how
designers can benefit from it, we describe a methodology for how to estimate
mechanic alignment, and we apply this methodology on multiple games in the
GVGAI framework. We discuss how effectively this estimation captures
intrinsic/extrinsic rewards and how our theory could be used as an alternative
to critical mechanic discovery methods for tutorial generation.
Related papers
- Mortar: Evolving Mechanics for Automatic Game Design [10.575927227319132]
We present Mortar, a system for autonomously evolving game mechanics for automatic game design.<n>Game mechanics define the rules and interactions that govern gameplay, and designing them manually is a time-consuming and expert-driven process.
arXiv Detail & Related papers (2025-12-31T20:52:07Z) - Newton to Einstein: Axiom-Based Discovery via Game Design [55.30047000068118]
We propose a game design framework in which scientific inquiry is recast as a rule-evolving system.<n>Unlike conventional ML approaches that operate within fixed assumptions, our method enables the discovery of new theoretical structures.
arXiv Detail & Related papers (2025-09-05T18:59:18Z) - Multi-Actor Generative Artificial Intelligence as a Game Engine [49.360775442760314]
Generative AI can be used in multi-actor environments with purposes ranging from social science modeling to interactive narrative and AI evaluation.<n>We argue here that a good approach is to take inspiration from tabletop role-playing games (TTRPGs), where a Game Master (GM) is responsible for the environment and generates all parts of the story not directly determined by the voluntary actions of player characters.
arXiv Detail & Related papers (2025-07-10T22:31:09Z) - Expectation vs. Reality: Towards Verification of Psychological Games [18.30789345402813]
Psychological games (PGs) were developed as a way to model and analyse agents with belief-dependent motivations.
This paper proposes methods to solve PGs and implementing them within PRISM-games, a formal verification tool for games.
arXiv Detail & Related papers (2024-11-08T14:41:52Z) - Learning to Play Video Games with Intuitive Physics Priors [2.1548132286330453]
We design object-based input representations that generalize well across a number of video games.
Using these representations, we evaluate an agent's ability to learn games similar to an infant.
Our results suggest that a human-like object interaction setup capably learns to play several video games.
arXiv Detail & Related papers (2024-09-20T20:30:27Z) - Energy-based Potential Games for Joint Motion Forecasting and Control [0.125828876338076]
This work uses game theory as a mathematical framework to address interaction modeling in motion forecasting and control.
We establish a connection between differential games, optimal control, and energy-based models, demonstrating how existing approaches can be unified under our proposed Energy-based Potential Game formulation.
We introduce a new end-to-end learning application that combines neural networks for game- parameter inference with a differentiable game-theoretic optimization layer, acting as an inductive bias.
arXiv Detail & Related papers (2023-12-04T11:30:26Z) - Technical Challenges of Deploying Reinforcement Learning Agents for Game
Testing in AAA Games [58.720142291102135]
We describe an effort to add an experimental reinforcement learning system to an existing automated game testing solution based on scripted bots.
We show a use-case of leveraging reinforcement learning in game production and cover some of the largest time sinks anyone who wants to make the same journey for their game may encounter.
We propose a few research directions that we believe will be valuable and necessary for making machine learning, and especially reinforcement learning, an effective tool in game production.
arXiv Detail & Related papers (2023-07-19T18:19:23Z) - Evolutionary Game-Theoretical Analysis for General Multiplayer
Asymmetric Games [22.753799819424785]
We fill the gap between payoff table and dynamic analysis without any inaccuracy.
We compare our method with the state-of-the-art in some classic games.
arXiv Detail & Related papers (2022-06-22T14:06:23Z) - CCPT: Automatic Gameplay Testing and Validation with
Curiosity-Conditioned Proximal Trajectories [65.35714948506032]
The Curiosity-Conditioned Proximal Trajectories (CCPT) method combines curiosity and imitation learning to train agents to explore.
We show how CCPT can explore complex environments, discover gameplay issues and design oversights in the process, and recognize and highlight them directly to game designers.
arXiv Detail & Related papers (2022-02-21T09:08:33Z) - A Differentiable Recipe for Learning Visual Non-Prehensile Planar
Manipulation [63.1610540170754]
We focus on the problem of visual non-prehensile planar manipulation.
We propose a novel architecture that combines video decoding neural models with priors from contact mechanics.
We find that our modular and fully differentiable architecture performs better than learning-only methods on unseen objects and motions.
arXiv Detail & Related papers (2021-11-09T18:39:45Z) - Teach me to play, gamer! Imitative learning in computer games via
linguistic description of complex phenomena and decision tree [55.41644538483948]
We present a new machine learning model by imitation based on the linguistic description of complex phenomena.
The method can be a good alternative to design and implement the behaviour of intelligent agents in video game development.
arXiv Detail & Related papers (2021-01-06T21:14:10Z) - Learning to Simulate Dynamic Environments with GameGAN [109.25308647431952]
In this paper, we aim to learn a simulator by simply watching an agent interact with an environment.
We introduce GameGAN, a generative model that learns to visually imitate a desired game by ingesting screenplay and keyboard actions during training.
arXiv Detail & Related papers (2020-05-25T14:10:17Z) - Mario Level Generation From Mechanics Using Scene Stitching [6.32656340734423]
Our system uses an FI-2Pop algorithm and a corpus of scenes to perform automated level authoring.
Our system is able to maximize the number of matched mechanics while reducing emergent mechanics using the stitching process compared to the greedy approach.
arXiv Detail & Related papers (2020-02-07T19:44:44Z) - Smooth markets: A basic mechanism for organizing gradient-based learners [47.34060971879986]
We introduce smooth markets (SM-games), a class of n-player games with pairwise zero sum interactions.
SM-games codify a common design pattern in machine learning that includes (some) GANs, adversarial training, and other recent algorithms.
We show that SM-games are amenable to analysis and optimization using first-order methods.
arXiv Detail & Related papers (2020-01-14T09:19:39Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.