The intelligent game designer: Game design as a new domain for automated discovery

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expressive intelligence studio UC Santa Cruz The Intelligent Game Designer: Game Design as a New Domain for Automated Discovery [email protected] 29 July 2009 Adam M. Smith

description

Designing video games is commonly understood to be a creative task, drawing on a designer's talent, inspiration, and personal experience. The last ten years have seen multiple calls from the design community to produce reusable knowledge about the structure of games and the design process itself. These designers would like to establish a standardized language and libraries of design patterns so that the next generation of designers can benefit from the best of past generations. The realization of such a move can be read as a transition from thinking about game design as a playable-artifact creation process to a science of play in which we might see the designer's goal as discovering new gameplay structures and their production of concrete games as a side effect of this process. Thirty years ago, a similar-yet-disconnected thread of research in artificial intelligence was just being born. First marked by Doug Lenat's AM (an “automated mathematician”), discovery systems aim to automatically produce new and interesting knowledge. Such systems contrast sharply with the then-popular expert systems which applied fixed libraries of “expert” knowledge to various tasks. Discovery systems, which have commonly operated in the domains of natural science and mathematics, are now seen as distant ancestors of contemporary, statistical machine learning techniques which find extensive application in a wide array of industries. Contrary to the current emphasis on the optimal learning statistical descriptions of data, some recent developments in machine learning, specifically combined abductive and inductive logic learning systems, are bringing the production and revision of structured, symbolic knowledge back into focus. Simultaneous research in computational creativity is making inroads into modeling the creative process and the production of creative artifacts. This is the question I aim to answer: If we squint a bit to see game design as the science-of-play that some designers imagine it to be, can we build a discovery system that really works in the domain of game design? Can we build an intelligent game designer? In my thesis proposal I lay out a plan to build an intelligent game designer that learns from the process of game design, including the observation of human players, and exports newly discovered design knowledge. This will require an operationalization of game design as an automatable, scientific process and a detailed re-synthesis of the creative design of expressive artifacts as a knowledge-seeking effort.

Transcript of The intelligent game designer: Game design as a new domain for automated discovery

Page 1: The intelligent game designer: Game design as a new domain for automated discovery

expressiveintelligencestudio

UC Santa Cruz

The Intelligent Game Designer:Game Design as a New Domain for Automated Discovery

[email protected]

29 July 2009

Adam M. Smith

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expressiveintelligencestudio UC Santa Cruz

PREFACE

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Preface

Game design is clearly a creative activity.

I claim a machine can do it.

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Preface

Bruce Buchanan (in AAAI-2000 Presidential Address)

says of existing creative systems… they do not accumulate experience, and thus,

cannot reason about it;

they work within fixed frameworks including fixed assumptions, and criteria of success;

they lack the means to transfer concepts and methods from one domain to another.

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Preface

My “intelligent game designer” is all about turning experience into communicable knowledge (producing games along the way).

But how? Operationalize game design as an automatable

scientific process. Re-conceptualize creative design of expressive

artifacts knowledge-seeking effort.

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Why is this realistic?

Why me? Game development Generative art

Why now? Fresh tools

Abductive/Inductive logic learning Automated debugging for logic programs

Fresh formalisms for games Event-calculus Recombinable mechanics

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INTRODUCTION

ContextResearch QuestionsProposal Outline

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Perspectives in Game Design

Experience sharing (informal knowledge, words) Textbooks, forum posts, and technical talks

Code Sharing (formal knowledge, code) Procedural content generation, drama

management, game engines, and miscellaneous middleware

Nearly-automated Systems Peer or design buddy?

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Perspectives in Learning / Creativity

Statistical ML / Computational Intelligence Structured data in, predictive model out

Discovery systems Data must be drawn out by experiment Predictions should be consistent with rich, domain-

specific, background knowledge Creative art systems

Artifacts are like exquisite experiments, results ignored Leverage highly nuanced audience model, often fixed

Domain-aware, creative discovery systems Learning is the focus, artifact creation as side-effect

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Research Questions

Function: How does an intelligent game designer function?

Implication: What does such a system imply for the

relationship between discovery and expressive domains?

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Function: “games”

Recognizable as “video games”

Focusing assumptions: Single-player Real-time Mechanics-heavy Abstracted representation Minimal setting

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Example “game”: Dyson

“Remotely command semi-autonomous self-replicating mining machines to take over an entire asteroid belt.”

http://www.dyson-game.com

Single-player Real-time Mechanics-heavy Abstracted representation Minimal setting

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Function: “intelligent”

Learning from experience Knowledge production as a function of past design

and discovery actions Documentation as proof

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Function: “game design”

Game design: the informed construction of rules systems and supporting logic required to produce playable games

OK if playable games are a little rough, some human polish might be needed

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Implications: Game Design

What does _____ mean in game design? Discovery? Conjecture? Experiment (environments, observations,

instruments)? Verification? Proof?

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Implications: Discovery

What does _____ mean in discovery? Prototyping and play testing? Publishing a game? Games vs. abstract state progression systems? Expressive goals? Fun?

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Research Questions Revisited

Function: How does an intelligent game designer function?

Need to build a system!

Implication: What does such a system imply for the

relationship between discovery and expressive domains? Need some theories to generalize!

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Outline

Related work Game design Discovery and creativity systems

Prior work Interactive generative art Logical games Elementary discoveries in game design

Proposed work Theories Systems Experimental validation Time line

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RELATED WORK

Textbook game designA call for structureGame studiesArtificial intelligence

Models of discoveryDiscovery systemsComputational creativityGenerative art

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Artifacts Design documents Prototypes

Paper Computer-assisted Computational

Complete games

Processes Concept development Design Prototyping Play testing

Self-testing Testing with friends Testing with target audience

Tuning Marketing

Textbook Game Design

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A Call for Structure

“Not enough is done to build on past discoveries, share concepts behind successes, and apply lessons learned from one domain or genre to another.” – Doug Church

Formal Abstract Design Tools (Church 1999)

400 Project (Barwood 2001)

The Case for Game Design Patterns (Kreimeier 2002)

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Game Studies

Swap Adjacent Games to Make Sets of Three (Juul 2007)

Patterns in Game Design (Bjork 2005)

Game Ontology Project (Zagal 2005)

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AI: Game Generation

EGGG (Orwant 2000)

Automated Puzzle Generation (Colton 2002)

Towards Automated Game Design (Nelson 2007)

An Experiment in Game Design (Togelius 2008)

Rhythm-Based Level Generation for 2D Platformers (Smith 2009)

Q. Jingle is to corporation as ___ is to politician:(a) campaign (b) platform (c) slogan (d) promisesA. Slogan.

Q. What is the next in the sequence: 3, 8, 15, 24, 35?A. 48: Starting from 2, square each consecutive integer then subtract 1.

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AI: General Game Playing

GGP: getting machines to play arbitrary games well given only the rules and a little bit of time to practice (evolved from AI chess)

Game Description Language (Love 2006) describes games as state transition systems in datalog.

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AI: Game Design Assistance

Parallel research by Mark J. Nelson at EIS Goal: create a game-design assistant that

helps designers prototype their rule systems

Gist: Let the machine comment on formal issues

Reachability, exploits, indirect constraints Let human players comment on soft issues

Engagement, fun, hesitation

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Personal Game Design Experience

Drive-by CTFAjaxWarKatamari Damacy Text Adventurethe.cubing.gamethe.discrete.gardenderSequence SleuthTroy fusepuckT++

others I’ve forgotten…

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Two common domains: Natural science

physics, chemistry, genomics, virology Mathematics

graph theory, number theory

Two common goals: Explain historic discoveries Produce new knowledge

Unifying vocabulary for discovery: (Shrager and Langley 1990)

Knowledge structures Processes

Models of Discovery

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Early Systems

Discovery Systems

Modern components Abductive and inductive

logic learning Inductive process modeling Statistical-relational

learning

DENDRAL (Feigenbaum 1965)

AM (Lenat 1977)

BACON (Langley 1977)

Refinements

EURISKO (Lenat 1985)

CYRANO (Haase 1987)

GT (Epstein 1988)

HR (Colton 1999)

Graffiti (Fajtlowicz 1988)

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Theoretical Models Conceptual spaces (Boden)

Domain, individual, field, interaction (DIFI) (Feldman)

Curiosity (Saunders)

Perceptual Creativity (Colton)

Aspects Artifacts Processes Expectation Emotion Socialization Novelty and value Generate and test loop …

Computational Creativity

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Creative Art Systems

AARON (Cohen)

NEvAr (Machado)

Digital Clockwork Muse (Saunders)

EMI (Cope)

MINSTREL (Turner)

The Painting Fool (Colton)

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Recap of Related Work

Game Design Textbook + Call for more structure Game studies + AI

Discovery and Creativity Models of Discovery + Systems Computational Creativity + Systems

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PRIOR WORK

Tableau MachineLogical game designGame generationElementary discovery in game design

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Tableau Machine

Experience formalizing an expressive domain

Generate-and-test Design grammars Image analysis

Learn long-term patterns in sensor data to stay relevant

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BIPED: Computational support for play testing game sketches

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Example Game: DrillBot 6000happens(mine(a1),0).happens(drain,1).happens(drain,2).happens(trade,3).happens(mine(a2),4).happens(mine(a0),5).happens(down_to(a),6).happens(mine(corpse),7).happens(mine(c0),8).happens(down_to(c),9).happens(down_to(f),10).happens(up_to(c),11).happens(up_to(a),12).happens(down_to(c),13).happens(down_to(f),14).

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Logical Game Programming

pos(base). pos(a). pos(b). pos(c). …

game_state(position(P)) :- pos(P).

game_event(up_up(P)) :- pos(P).game_event(down_do(P)) :- pos(P).

initiates(down_to(P),position(P)) :- pos(P).terminates(down_to(_),position(Prev)) :-

holds(position(Prev)).

initially(position(base)).

Movement mechanic from DrillBot 6000

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Logical User-Interface Programming

UI bindings in DrillBot 6000

ui_title(’DrillBot 6000’).

ui_space(P) :- pos(P).ui_space(inventory).

ui_token(db6k).ui_location(db6k,P) :- holds(position(P)).

ui_triggers(ui_click_space(P),down_to(P)).ui_triggers(ui_click_space(base),refuel).

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Capabilities

Syntactic properties Design validation

Semantic properties Trace harvesting Rule set debugging Win-ability verification Reachability analysis Uniqueness verification of puzzle solutions Testing a game before you ever make a UI

Induction on semantics Player-model construction

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Game Generation

BIPED-tech is great for testing game ideas, but who generates them in the first place? Need a “design grammar” for games

Propositional game generator experiment Generation of rule systems is feasible. Needs higher-level building blocks:

Multi-clause rules Multi-rule mechanics Higher-level mechanics

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“Movement between underground caverns”in Drillbot 6000% positions (caverns)pos(base).pos(a).pos(b).pos(c).% links (drillable routes)link(base,a).link(a,b).link(a,c).% event preconditionspossible(down_to(Dst)) :-

holds(position(Src)), link(Dst,Src).

A general “network navigation” design pattern at the code level Setting: predicate room(R) State: location(R) such

that room(R) Setting: doorway(R1,R2)

such that room(R1) and room(R2).

Event: move_to(R) is possible only if room(R) and you location adjacent room, as judged by doorway

Elementary Discovery in Game Design

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Recap of Prior Work

Tableau Machine Logical game design Game generation Elementary discovery in game design

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PROPOSED WORK

New TheoriesSystem ArchitectureExperimental ValidationTimeline

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Reviewing the Knowledge Level

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A Game Design Meta-Theory

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A Knowledge-Level Account of Game Design

Agents Designers!

Actions Game actions Play actions Design actions

Goals Discovery of design-level knowledge

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Reflexive Creativity

My conjecture on creativity: Creativity is the rational pursuit of curiosity that

results in a surprise.

Mash up some theories: If game designer aim to discover… And discovery is way to satisfy curiosity… Maybe creative game designers make games to

help them discover!

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System Overview: Exterior

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System Overview: Interior

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Symbol-level Implementation

Implement as a production system Facts, rules, and a rule engine/executive

Operational knowledge: Fixed rule set

Design theory: Mutable rule set, Mutable fact-base

Artifact library: Append-only fact-base

Discovery Notebook Mutable fact-base

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Operational Knowledge

Remember those scientific knowledge structures and scientific processes? I’ve translated them to game design.

Layered mapping: Scientific knowledge structures and processes Game design knowledge structures and processes Data structures and operations Production rules and facts

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Artifact Library% entry for an generated sequel to DrillBot 6000game(db6k_mk2, [

construction(expand_map(drillbot6000)),rules({BIPED-compatible rule set}),design_annotations(expand_map_seed(12391))]).

% a player modelplayer(energy_hog, [

construction({prodution rule used to produce this player}),rules({internal state, predicate transformers, BIPED-compatible play-hook clauses}),design_annotations({…})]).

% entry for an instance of playplay_instance(pairing23423,[

game(db6k_mk2),player(energy_hog),pairing_rules({choices the system had to make to glue the player to the game}).

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Design Theory

What-is knowledge Design patterns (named and detailed game and

play structural elements) Recall the “network navigation” pattern

Trace predictors “If the game contains pattern X, then Y should be found

in the trace”

How-to knowledge When-to-always and when-to-never perform

certain design actions under certain conditions

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Raw Design Theory Examples% a movement mechanicmechanic(movement_between_rooms(R,D),[

dungeon_map(R,D),game_state(at(agent/1,R)),game_event(moves_to(agent/1,R)),{trigger logic}

]).

% player’s view of the game state as a player characterplayer_construct(pc_avatar(PcPred),[

binder(pc_avatar(PcPred)),pc_avatar(Pc),pp_mapper(in(Pc,X),out(X))]).

% trace property predictortrace_implication(happens(victory,T2),happens(boss_kill,T1)) :-

T2 <= T1, mechanic(boss_kill_victory).

% how-todesigners_never(game_apply(expand_map),game_apply(expand_map)).

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Discovery Notebook

Starts empty Contains

Outstanding experiments Expectations Agenda …

General working memory Usage dictated by operational knowledge

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Actions:

Design actions: Manipulate game, player, and play instance

models Solicit a game or play trace from an automated

tool or a human player Discovery actions:

Propose new game, player, and play instance structural elements or production constraints

Look for examples of new patterns in old artifacts Verify (prove?) trace predictors

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Design Tools

Design validator Gameness-check Trace-finder Human player trace harvester Logical debugger Misc. statistical-relational learning tools

Potential add-ons from Mark’s research: Alternate trace-finding back-ends Query suggester and answerer Rule visualizer

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Experimental Validation – Q1

How does an intelligent game designer function? “games” – Ask some players if the machine-designed

games felt like real games Do the players think the games feel real?

“intelligent” – Ask some expert designers to perform some discovery, and record the result (using same tools). Does my system rediscover it? Did my system discover something beyond it?

“game design” – Ask some expert designers to design some games and record the result (using same tools). Does the designer think the games feel real? Does the system produce the same kind of games?

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Experimental Validation – Q2

What does such a system imply for the relationship between discovery and expressive domains?

Test the theory by testing the systems designed according to it. Toggle various elements of the architecture to see

what is really to blame for the interesting behavior

Need implications in-hand to propose concrete experiments

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Time Line

Year one: focus on stretching game design into a science-like practice, automation comes at the very end Summer 2009: play with more manual discovery Fall 2009: implement scientific knowledge structures Winter 2010: implement the scientific processes Spring 2010: integrate the system, close the loop

Year two+: focus on architectural experimentation, system evolution, and generalizing to my theoretical contributions Summer 2010: plan the dissertation Fall 2010: perform the experiments Winter 2011: synchronize experimental results with plan Spring 2011: dissertation writing Summer 2011: final polish and defense

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Recap of Proposed Work

Improve upon some new theories Implement system according to proposed

architecture Validate my intelligent game designer in

experiments Generalize from working system to more

general theories

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EPILOGUERevisiting Buchanan’s criticisms

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Epilogue

Bruce Buchanan (in AAAI-2000 Presidential Address)

says of existing creative systems… (1) they do not accumulate experience, and thus,

cannot reason about it; (2) they work within fixed frameworks including

fixed assumptions, and criteria of success; and (3) they lack the means to transfer concepts

and methods from one domain to another.

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THANKSThesis proposal: PROPOSED

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Detailed First Year Plan Summer 2009

Flesh out first system architecture (mostly complete) Perform manual discovery with the raw tools and representations (already started)

Produce example outputs Document the manual process

Fall 2009 Implement knowledge structures

Games, player, play instances, trace predictors Structural elements (setting constructs, mechanics, player predicate transformers)

Perform manual discovery with richer representations Winter 2010

Implement processes Drivers/scripts for external tools Action sequences (“get a trace, then induce a player model”) Heuristic processes selection (“try verifying a trace prediction”)

Perform manual discovery using large-scale processes as the individual move Spring 2010:

Write up preliminary view of game design as a scientific domain (with structures and processes in-hand)

Plan expert and player evaluations Create minimal closed-loop system

Theory goes in, improved theory comes out; also, games were produced Improve system by building larger scale processes

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Detailed Second Year Plan Summer 2010

Write up initial results and architecture of integrated system Perform final literature review

Game design, discovery, and generation in expressive domains Digital media (and other fields outside my own) for reference on expressive artifacts

Formulate initial implications between discovery and expressive domains Design experiments to test implications Produced detailed dissertation outline

Fall 2010 Carry out experiments

Winter 2011 Reconcile experimental results with theory, adjust claims Start dissertation writing

Spring 2011 Dissertation writing Clarifying experiments

Summer 2011 Final polish and defense