Towards a Video Game Description Language

M. Ebner, J. Levine, S. Lucas, T. Schaul, Tommy Thompson, J. Togelius
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引用次数: 108

Abstract

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.
关于电子游戏描述语言的探讨
当与会者在达格施图尔会议上讨论通用电子游戏(GVGP)的挑战时,我们已经认识到需要创建一种电子游戏描述语言(VGDL)。与一般的游戏玩法不同,我们设想GVGP将不需要一种规定的语言来促进对游戏逻辑的理解,而是要求计算代理自己确定这些事实。然而,为了分类的目的,我们仍然需要方法来定义GVGP代理可能面临的广泛问题。这种语言不仅能够为人类理解提供一种封装游戏功能和机制的方法,还能够为GVGP代理完成游戏后的评估提供背景。除了分类问题,还有自动生成游戏的机会。考虑到GVGP团队在一个类似于物理旅行推销员问题(psp)的框架内工作的意图,我们的目标是将一个代码库附加到VGDL编译器中,该编译器从可以与GVGP一起使用的定义中派生出这些游戏的实现。实现这样的编译器可以提供许多机会;用户可以非常快速地修改现有游戏,或者使用语言定义的现有实现库(例如小行星飞船或马里奥角色),这些库具有预先存在的参数化行为,可以根据用户的特定目的进行定制。如果语言符合目的,自动游戏创造可以通过机器学习算法的实验进一步探索,进一步研究游戏创造和设计。为了实现这两个可感知的功能,并确保它适合大量用户,我们认识到该语言有几个关键要求。它不仅必须是人类可读的,而且要保持表达和可扩展的能力,同时也要像通用一样简单。在我们的初步讨论中,我们试图定义构建将成为GVGP过程一部分的新VGDL的关键要求和挑战。基于此,我们提出了定义游戏所需的语言语义和组件的初始设计。此外,我们还将这种方法应用于《太空入侵者》、《月球登陆者》和《青蛙过河》等经典游戏,试图找出可能暴露的潜在问题。总之,我们的小组已经就一系列初步的语言组件达成了一致,并开始对语言和附加框架的实现形式进行实验。在未来,我们的目标是实现VGDL在程序内容生成、自动游戏设计和迁移学习方面的潜力,以及GVGP的路线图如何为这些领域提供机会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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