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Evolving Playable Content for Cut the Rope through a Simulation-Based Approach

  • Mohammad Shaker
    ,
  • Noor Shaker
    ,
  • Julian Togelius
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Open access

Publication Information

Output type

Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Host publication Subtitle

Artificial Intelligence and Interactive Digital Entertainment (AIIDE).

Original language

English

Pages from-to (Number of pages)

Pages 72-78

Publication milestones

  • Published - 2013

Publication status

Published - 2013

Publisher

AAAI Press, United States
978-1-57735-607-3

Publication IDs

  • Scopus: 84910062103

Host publication title

Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2013)

Abstract

In order to automatically generate high-quality game levels, one needs to be able to automatically verify that the levels are playable. The simulation-based approach to playability testing uses an artificial agent to play through the level, but building such an agent is not always an easy task and such an agent is not always readily available. We discuss this prob- lem in the context of the physics-based puzzle game Cut the Rope, which features continuous time and state space, mak- ing several approaches such as exhaustive search and reactive agents inefficient. We show that a deliberative Prolog-based agent can be used to suggest all sensible moves at each state, which allows us to restrict the search space so that depth-first search for solutions become viable. This agent is successfully used to test playability in Ropossum, a level generator based on grammatical evolution. The method proposed in this paper is likely to be useful for a large variety of games with similar characteristics.

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Citations
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