Towards a Video Game Description Language

Towards a Video Game Description Language
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走向视频游戏描述语言

DOI:
10.4230/dfu.vol6.12191.85
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发表时间:
2013
影响因子:
22.7
通讯作者:
J. Togelius
J. Togelius
中科院分区:
计算机科学3区
文献类型:
--
作者:
M. Ebner;J. Levine;S. Lucas;T. Schaul;Tommy Thompson;J. Togelius

文献摘要

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当此Dagstuhl会话中的参与者应对一般视频游戏游戏(GVGP)的挑战时,我们已经认识到需要创建视频游戏说明语言(VGDL)。与一般游戏玩法不同,我们设想GVGP不需要规定的语言来促进对游戏逻辑的理解:要求计算代理自己确定这些事实。但是,我们仍然需要手段来定义GVGP代理商可能为分类而面临的广泛问题。这样的语言不仅可以为人类理解的目的封装游戏的功能和机制,而且还为评估GVGP代理人完成游戏提供了背景。在分类问题之外,还有自动游戏的机会。鉴于GVGP组的意图在类似于物理旅行推销员问题(PTSP)的框架内工作,我们的目的是将代码库附加到VGDL编译器上与GVGP结合使用。实施这样的编译器可以提供许多机会;用户可以非常快地修改现有游戏,或者在语言中定义了现有实现的库(例如,小行星船或马里奥阿凡达)具有先前存在的,参数化的行为,可以为用户特定目的自定义。只要该语言适合目的,可以通过使用机器学习算法进行实验,进一步探索自动游戏创建,从而进一步进行游戏创建和设计研究。为了实现这两个感知的功能,并确保它适合大型用户群,我们认识到该语言具有多个关键要求。它不仅必须是可读的,而且保留具有表达性和可扩展性的能力,而同样简单,因为它是一般的。在我们的初步讨论中,我们试图在构建将成为GVGP流程的一部分的新VGDL方面定义关键要求和挑战。由此,我们提出了对语言语义和定义给定游戏所需的组件的初始设计。此外,我们采用了这种方法来代表经典游戏,例如太空入侵者,Lunar Lander和Frogger,试图识别可能遇到的潜在问题。总而言之,我们的小组已经商定了一系列初步语言组成部分,并开始尝试对语言和所附框架的实施形式。将来,我们旨在实现VGDL的潜力,以生成程序内容,自动游戏设计和转移学习以及GVGP的路线图如何为这些领域提供机会。
As participants in this Dagstuhl session address the challenge of General Video Game Playing (GVGP), we have recognised the need to create a Video Game Description Language (VGDL). Unlike General Game Playing, we have envisioned GVGP will not require a prescribed language to facilitate understanding of the logic of the game: requiring the computational agent to ascertain these facts for itself. However, we would still require means to define the wide range of problems the GVGP agents may face for the purpose of classification. Not only would such a language provide means to encapsulate the features and mechanics of a game for the purposes of human understanding, but also provide context for the evaluation of GVGP agents having completed playing. Outside of the issues of classification, there is also the opportunity for automatic game generation. Given the intent of the GVGP group to work within a framework akin to the one of the Physical Travelling Salesman Problem (PTSP), we aim to attach a code-base to the VGDL compiler that derives implementations of these games from the definition that can be used in conjunction with GVGP. 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 purposes. Provided the language is fit for purpose, automatic game creation could be explored further through experimentation with machine learning algorithms, furthering research in game creation and design. In order for both of these perceived functions to be realised and to ensure it is suitable for a large user base we recognise that the language carries several key requirements. Not only must it be human-readable, but retain the capability to be both expressive and extensible whilst equally simple as it is general. In our preliminary discussions, we sought to define the key requirements and challenges in constructing a new VGDL that will become part of the GVGP process. From this we have proposed an initial design to the semantics of the language and the components required to define a given game. Furthermore, we applied this approach to represent classic games such as Space Invaders, Lunar Lander and Frogger in an attempt to identify potential problems that may come to light. In summary, our group has agreed on a series of preliminary language components and started to experiment with forms of implementation for both the language and the attached framework. In future we aim to realise the potential of the VGDL for the purposes of Procedural Content Generation, Automatic Game Design and Transfer Learning and how the roadmap for GVGP can provide opportunities for these areas.