Towards a Video Game Description Language
https://doi.org/10.4230/DFU.XXX.YYY.PAbstract
This chapter is a direct follow-up to the chapter on General Video Game Playing (GVGP). As that group recognised the need to create a Video Game Description Language (VGDL), we formed a group to address that challenge and the results of that group is the current chapter. Unlike the VGDL envisioned in the previous chapter, the language envisioned here is not meant to be supplied to the game-playing agent for automatic reasoning; instead we argue that the agent should learn this from interaction with the system. The main purpose of the language proposed here is to be able to specify complete video games, so that they could be compiled with a special VGDL compiler. Implementing such a compiler could provide numerous opportunities; users could modify existing games very quickly, or have a library of existing implementations defined within the language (e.g. an Asteroids ship or a Mario avatar) that have pre-existing, parameterised behaviours that can be customised for the users specific...
References (14)
- C. Browne. Evolutionary game design. IEEE Transactions on Computational Intelligence and AI in Games, pages 11-21, 2011.
- Casanova. Casanova project page. http://casanova.codeplex.com, 2012.
- Michael Cook and Simon Colton. Multi-faceted evolution of simple arcade games. In Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG), 2011.
- Michael Genesereth and Nathaniel Love. General game playing: Overview of the aaai competition. AI Magazine, 26:62-72, 2005.
- Vladimir Lifschitz. Answer set programming and plan generation. Artificial Intelligence, 138(1):39-54, 2002.
- Giuseppe Maggiore, Alvise Spanò, Renzo Orsini, Michele Bugliesi, Mohamed Abbadi, and Enrico Steffinlongo. A formal specification for casanova, a language for computer games. In Proceedings of the 4th ACM SIGCHI symposium on Engineering interactive computing systems, pages 287-292. ACM, 2012.
- T. Mahlmann, J. Togelius, and G. Yannakakis. Towards procedural strategy game genera- tion: Evolving complementary unit types. Applications of Evolutionary Computation, pages 93-102, 2011.
- Graham Nelson. The Inform Designer's Manual. Placet Solutions, 2001.
- Adam M. Smith and Michael Mateas. Variations forever: Flexibly generating rulesets from a sculptable design space of mini-games. In Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG), 2010.
- Julian Togelius and Jürgen Schmidhuber. An experiment in automatic game design. In Proceedings of the IEEE Symposium on Computational Intelligence and Games (CIG), 2008.
- Julian Togelius, Georgios N. Yannakakis, Kenneth O. Stanley, and Cameron Browne. Search-based procedural content generation: a taxonomy and survey. IEEE Transac- tions on Computational Intelligence and Games, 3:172-186, 2011.
- Wikipedia. Frogger. http://en.wikipedia.org/w/index.php?title=Frogger, 2012.
- Wikipedia. Lunar lander. http://en.wikipedia.org/w/index.php?title=Lunar_ lander_(arcade_game), 2012.
- Wikipedia. Space invaders. http://en.wikipedia.org/w/index.php?title=Space_ Invaders, 2012.