An Experiment in Automatic Game Design
Julian Togelius and J¨ urgen Schmidhuber
Abstract—This paper presents a first attempt at evolving the
rules for a game. In contrast to almost every other paper that
applies computational intelligence techniques to games, we are
not generating behaviours, strategies or environments for any
particular game; we are starting without a game and generating
the game itself. We explain the rationale for doing this and
survey the theories of entertainment and curiosity that underly
our fitness function, and present the details of a simple proof-
of-concept experiment.
I. I NTRODUCTION
Can computational intelligence (CI) help designing
games? One is tempted to answer “Yes, obviously, the
whole field of Computational Intelligence in Games (CIG)
is devoted to this, isn’t it?”
However, the majority of CIG research is concerned with
learning to play particular games as well as possible. There
is nothing wrong with this type of research; indeed, it
is very valuable for the science of artificial intelligence.
Games provide the type of deep but accessible reinforcement
learning problems that we badly need in order to develop
better CI algorithms and controller representations. But these
types of studies are less interesting to game development in
general, and to commercial game developers in particular.
This is because commercial game developers are, in gen-
eral, not interested in ways of making NPCs (non-playing
characters, e.g. opponents) play better. This is because it is
usually possible to make them play well enough using just
a tiny bit of (virtually undetectable) cheating, such as giving
the NPC more information than the human player, or slightly
superior abilities. Further, having NPCs that play as well as
possible is no end in itself; if the opponents are too hard
to beat, the game quickly becomes uninteresting for human
players.
Of course, there are exceptions. In particular, many strat-
egy games (such as Civilization or Starcraft) are so com-
plicated that it’s hard to come up with NPC AI that plays
competitively against good human players, without resorting
to most blatant cheating. In such cases, CI techniques for
beating the game better might contribute to the quality
of the game. And let us not forget that many games are
representations of real-life problems (e.g. battle tactics or
vehicle control), and advances in learning how to play games
might be transferable to related real-life problems. But for
most game genres, such as racing games, platformers, puzzle
games or first person shooters, there does not seem to be any
interest from game developers in learning to play the game
better per se.
Both authors are with IDSIA, Galleria 2, 6928 Manno-Lugano, Switzer-
land. J¨ urgen Schmidhuber is also with TU Munich, Boltzmannstr. 3, 85748
Garching, M¨ unchen, Germany. emails: {julian, juergen}@idsia.ch
Now, there is certainly other research being carried out
in the CIG field that is more directly relevant to real
game development (and often dependent on research done
in learning to play games, which thus becomes indirectly
relevant to game development). For example, we have CI
techniques proposed to generate NPC controllers that play
interestingly as opposed to just well [1], [2]; CI techniques
for automatically finding exploits/bugs in games [3]; CI
techniques for modelling the behaviour of human players[4],
[5]; CI techniques for making NPCs trainable by human
players [6]; and techniques for generating the content of a
game, such as tracks, levels or mazes [4], [7].
While the above techniques all represent relevant research
directions for game design, they all assume that there is
a game there to begin with. Before we let CI loose on
generating behaviours, strategies or environments, or testing
the game, it needs to have something to play with. However,
game design is concerned with all aspects of the game. In
particular, it is designed with the very heart of every game,
that which defines the game: its rules [8].
Game rules determine when the game begins and when
it ends. They determine what the player can and can’t
do, and (together with the actions of other players) what
happens as a result of the player’s actions. The complexity
of rules vary from something as simple as checkers, which
can be expressed in a paragraph of text, to something as
complex Starcraft, Counter-strike or other modern video
games, where the rules cannot be expressed in its entirety
without describing the whole game engine.
Of course, there are borderline cases regarding what is
and what isn’t a rule. While the set of legal capture moves
in Checkers are clearly rules, would the throwing speed and
blast radius of a grenade on Counter-strike count as rules,
aspects of the environment or something else? In this paper,
we will take a fairly liberal and inclusive view of what
constitutes rules for a game in our argument, whereas in
the experiment we will err on the side of exclusiveness and
adopt a stricter view of what constitutes a rule.
In this paper, we describe an initial proof-of-concept
experiment where we evolve the rules for a game. To our
best knowledge, this represents the first time rules have been
evoled for a single-player game; the first time rules have
been evolved for a non-board game; and the first time a
fitness function based on learning progress has been used for
evolving game rules. An interesting recent study describes
the evolution of board game rules using a fitness function
based on measurements of historical play patterns [9]. It
is worth noting that both the type of game and the fitness
function differ drastically between these two independently
conceived and executed studies.
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