Advanced Identity Representation (AIR) Project

Puzzlescript AI

Introduction

We present an approach for automated evaluation and generation of videogames made with PuzzleScript, a description-based scripting language for authoring games, which was created by game designer Stephen Lavelle. We have developed a system that automatically discovers solutions for a multitude of videogames that each possess different game mechanics, rules, level designs, and win conditions. This was achieved by developing a set of general ruleset heuristics to assess the playability of a game based on its game mechanics. From the results of our approach, we showcase that a description-based language enables the development of general methods for automatically evaluating games authored with it. Additionally, we illustrate how an evolutionary approach can be used together with these methods to to automatically design alternate or novel game mechanics for authored games.

Related Publications

Chong-U Lim and D. Fox Harrell. (2014) "An Approach to General Videogame Evaluation and Automatic Generation using a Description Language", Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG), Dortmund, Germany, 2014. 8 pp.

GitHub Repository

This repository provides Artificial Intelligence extensions to Stephen Lavelle's Puzzlescript, an open-source HTML5 Puzzle Game Engine available at http://www.puzzlescript.net

Associated Project: 
Advanced Identity Representation (AIR) Project

Modeling Player Preferences in Avatar Customization Using Social Network Data

Chong-U Lim
D. Fox Harrell
In Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG2013), Niagara Falls, Canada, Aug 11 - Aug 13, 2013. 8 pp.
PDF

Identity, Avatars, Virtual Life - and Advancing Social Equity in the ‘Real’ World

Liz Losh, interviewer
Digital Media and Learning (DML) Central, March 1, 2011.
HTML

Narrating System Intentionality: Copycat and the Artificial Intelligence Hermeneutic Network

Jichen Zhu
D. Fox Harrell
Leonardo Electronic Almanac. DAC 09: After Media: Embodiment and Context. Vol. 17, no. 2, January 2012, pp. 160-171.
PDF

Imagination, Computation, and Self-Expression: Situated Character and Avatar Mediated Identity

D. Fox Harrell
Sneha Veeragoudar Harrell
Leonardo Electronic Almanac. DAC 09: After Media: Embodiment and Context. Vol. 17, no. 2, January 2012, pp. 74-91.
PDF

Understanding Material-Based Imagination: Cognitive Coupling of Animated Images and Motor Action in Interactive Digital Artworks

Kenny K. N. Chow
D. Fox Harrell
Leonardo Electronic Almanac. DAC 09: After Media: Embodiment and Context. Vol. 17, no. 2, January 2012, pp. 50-64.
PDF

Steam-Player-Preference Analyzer and the AIR Status Performance Classifier

In this work, we investigate how people exhibit and construct forms of self-expression in virtual environments including computational systems such as online social networks, or videogames. For example, in everyday life people dress in certain ways to reflect their individual senses of fashion, thereby expressing their social and personal knowledge regarding clothing. However, looking at a large number of people, distinctive categories may become apparent such as “formal,” “business casual,” or “leisurewear.” Such identity-related phenomena take place in computational systems as well. In representing oneself in computational systems, certain aspects of one's identity, including preferences and knowledge, are imparted. By comparing and contrasting these representations between the different computational systems, we may begin to understand how these systems support, or hinder, the user in terms of representing themselves adequately. More importantly, we may begin to identify, and model, phenomena that exists within the real world computationally too, enabling us as developers and designers to understand the consequences and implications of choices made in the development and design of such systems.

Associated Project: 
Advanced Identity Representation (AIR) Project

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