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Can We Create Fun Games Automatically?

togelius writes "What makes games fun? Some (e.g. Raph Koster) claim that fun is learning — fun games are those which are easy to learn, but hard to master, with a long and smooth learning curve. I think we can create fun game rules automatically through measuring their learnability. In a recent experiment, we do this using evolutionary computation, and create some simple Pacman-like new games completely without human intervention! Perhaps this has a future in game design? The academic paper (PDF) is available as well."

198 comments

  1. So Yankish... by Adolf+Hitroll · · Score: 3, Insightful

    You want your creativity to be automated?
    You desserve what you'll get, welcome to your dump...
    Hope the rest of the world will leave you there, for once.

    --
    Smile, don't click...
    1. Re:So Yankish... by trolltalk.com · · Score: 2, Insightful

      Why this was modded -1 is beyond me - it's true.

      From the Internet bubble to the housing bubble, it's all been "let me have it all without having to work."

      Sure, this can create a bunch of derivative games ... so you'll end up with 50 variants of tetris, 40 of scrabble, maybe they'll even "rediscover" wordtris. There's no creativity there.

    2. Re:So Yankish... by ubrgeek · · Score: 2, Funny

      Or E.T.

      --
      Bark less. Wag more.
    3. Re:So Yankish... by trolltalk.com · · Score: 3, Insightful

      Ever thought that sometimes a troll is right?

      Better yet, did you even read the FA?

      The formula for how they grade a game is defective. For example - "A game that can be won by random moves receives a -1".

      One of the first games you ever played, tic-tac-toe can be won a decent amount of the time with random moves. Ditto rogue.

      The article sucked, as does the idea of creating games by combining features of other games. We already have way too much of that everywhere - hollywood, tv, music, etc.

      This is what happens when you don't have any creativity - you come up with yet another way to leach off others creativity.

      The world doesn't need "Yet Another PacMan Clone." It also doesn't need someone who thinks that they can whore this out to game publishers as a way to save money producing more shovelware. We already see too much of that crap out there. If there is any trolling going on, it's the writers of the article who are doing it.

    4. Re:So Yankish... by uncledrax · · Score: 1

      I for one support game makers if I like their product. Because of this I've supported several non-US based game companies like Introversion (Darwinia, Defcon, Uplink), Egosoft (X-series), Relic (aka THQ), CDV (various, mostly historical, RTSes)..

      There's a ton of good non-US game companies.. i guess if you focus strickly on Consoles, like alot of people, then it's EA or {JapaneseGameCompanyHere}.

      --
      ----- The internet has given everyone the ability to have their voice heard equally as loud.. even if they shouldn't be
    5. Re:So Yankish... by SupremoMan · · Score: 1

      Or we could use Manatees.

    6. Re:So Yankish... by Anonymous Coward · · Score: 0

      Ever thought that sometimes a troll is right?

      Reality is largely subjective. It doesn't matter if he's "right" or not. If you want to get a point across, you don't do it by being a douche, and you don't do it on an account named "Adolf Hitroll" and with a goatse link in your signature. I'm sure in this same story, somebody will make the same point and get modded +5, and rightly so.

    7. Re:So Yankish... by allcoolnameswheretak · · Score: 4, Insightful

      It's not about automating creativity. It's about "creating fun GAMErules automatically". That is something entirely different. Read the text properly.

    8. Re:So Yankish... by SQLGuru · · Score: 3, Insightful

      Sure, this can create a bunch of derivative games

      So how is this any different that what we have now? How many "me too" games have you played that add nothing to their respective genres? Sure, these usually end up in the bargain bin within short order, but the industry is already derivative at times, so automating that part of the process is just a way to make that part of it cheaper.

      Granted, I don't know if that will drive down the price of 2nd-tier games or cause more companies to make derivative drivel (*I'd* take a month's worth of profit at current prices for a game that I made simply by pressing the "make new game" button.).....but will it really change much? Unless a game is an A-tier game, they are quickly passed over based on reviews and word of mouth. The games with staying power offer something new and different which clearly won't be of the "push here for new game" type.

    9. Re:So Yankish... by trolltalk.com · · Score: 2, Insightful

      Reality is largely subjective. It doesn't matter if he's "right" or not. If you want to get a point across, you don't do it by being a douche, and you don't do it on an account named "Adolf Hitroll" and with a goatse link in your signature. I'm sure in this same story, somebody will make the same point and get modded +5, and rightly so.

      That would be like disagreeing with something because a republican president did it, while agreeing with the same action later on because a democratic president did it.

      For example, the bailouts. I was against them under Bush, and I'm still against them under Obama.

      Now back on-track and on-topic: The original poster took a side-swipe at what is now perceived by many in the rest of the world as the US penchant, for the last decade, to just try to cash in on boring, derivative, or lazy-assed business schemes. The article itself could validly be seen as one of these schemes , which boils down to "look - we can automatically generate games just by combining features of other games in a semi-guided manner".

      It might be something to play around with, but it certainly isn't something that will lead to more creative games ... just more derivative, "been-there-done-that" games. As I pointed out, there's already way too much shovelware out there, and not just in games - in TV shows and Hollywood movies, someone does something half-way original, next theng you know, there's a dozen copycats all trying to cash in, instead of creating something.

      Creating something original is WORK. For a decade now, Americans have been eschewing honest work in large numbers ("this is the new new economy", "just take out another HELOC", "you can make millions - Flip This House!"). And the proposed solution? Trillions MORE of debt. The Fed found out you can't push a string. 0% interest rates aren't going to have an effect when people are upside-down on their mortgages by hundreds of thousands of dollars, when all the banks are insolvent, and when people are worried about their own job futures.

      It's the same with the trillion dollar stimulus package. More unoriginal thinking. As a matter of fact, the government policy looks about as randomly-thrown-together as one of these auto-generated games.

    10. Re:So Yankish... by Anonymous Coward · · Score: 0

      That would be like disagreeing with something because a republican president did it, while agreeing with the same action later on because a democratic president did it.

      No, weather I disagree or not is irrelevant. I've never even stated that I don't agree. If somebody rescues a kitten from a tree, then this is an honorable deed no matter who does it. If somebody rescues a kitten from a tree while nude and proceeds to wipe their ass with it, they shouldn't be surprised when the police come to pick him up. He wasn't modded "-1, Wrong", he was modded "-1, Flamebait."

      Anyway, I'm done getting trolled for now. Until we meet again, Ensign Trolltalk.

    11. Re:So Yankish... by kalirion · · Score: 2, Funny

      One of the first games you ever played, tic-tac-toe can be won a decent amount of the time with random moves. Ditto rogue.

      Dude, I can't even win rogue with deliberate moves. I think you'd have a higher chance in chess.....

    12. Re:So Yankish... by russotto · · Score: 3, Interesting

      From the Internet bubble to the housing bubble, it's all been "let me have it all without having to work."

      No, it's been "let me have it all with some simple work at the beginning, and a smoothly increasing amount of work appropriate to my increasing skills as time goes on".

      Although this totally fails to explain Nethack, which is easy to learn but has more of a difficulty cliff than a difficulty ramp...

    13. Re:So Yankish... by networkBoy · · Score: 2, Funny

      if the government bailout (or budget for that matter) was auto generated it would be better than the current scenario.

      --
      whois gawk date unzip strip find touch finger mount join nice man top fsck grep eject more yes exit umount sleep dump
    14. Re:So Yankish... by greg_barton · · Score: 1

      Yankish?

      The researcher is from Switzerland.

    15. Re:So Yankish... by SwordsmanLuke · · Score: 4, Insightful

      Yeah yeah yeah, because creating a computer system that automatically generates game play rules is "easy". I know! Lets get rid of computers and go back to abacuses because computers made accounting too "easy" and now our economy is in the crapper.

      This system (like all computer-based systems) is simply a tool. No, it can't be truly creative. So what? Maybe I've got a great idea for a game, but I'm terrible at balancing the difficulty level. This tool (or one like it) could help me balance my game and increase it's playability.

      This tool doesn't mean the end of creativity, it means that a previously arduous task can now be partially automated. Speaking as a technologist - that's a good thing.

      --
      Any plan which depends on a fundamental change in human behavior is doomed from the start.
    16. Re:So Yankish... by khallow · · Score: 1

      Creating something original is WORK.

      I take it you don't understand what WORK is? The brilliance of a scheme like this is that the game players are the ones doing the WORK of game design. To be honest, I think that is how it should be.

    17. Re:So Yankish... by chthonicdaemon · · Score: 1

      You make it seem that there is this thing called 'creativity' that really creates new ideas out of nothing. It could be argued that the human brain is a computing device and that creating a new song, piece of art or game is just as much the result of an algorithm (or deterministic computation of some kind) as the process in the paper. Of course, the process described here may be vastly simpler, but it is not inherently different. I challenge you to find anything in modern culture that is entirely removed from it so that it is not in some way a combination, albeit an interesting one, of what had come before.

      --
      Languages aren't inherently fast -- implementations are efficient
    18. Re:So Yankish... by nasor · · Score: 1

      It depends on how well you can make metrics to measure whether or not a game is fun, and how much freedom you give the computer to change things. A computer might have an easier time developing truly original games than a person, since the computer won't have any preconceptions about what games are "supposed" to be like.

      And even if it was always derivative, I for one think it would be pretty cool if we could make games that dynamically generated original levels/maps/whatever that were truly interesting, rather than just random.

    19. Re:So Yankish... by Seraphim1982 · · Score: 1

      One of the first games you ever played, tic-tac-toe can be won a decent amount of the time with random moves. Ditto rogue.

      Against a decent opponent Tic-Tac-Toe is impossible to win with deliberate moves. Rogue isn't impossible to win with deliberate moves, but it's damn hard. I therefor find it impossible that either could be won a decent amount of the time with random moves.

    20. Re:So Yankish... by Anonymous Coward · · Score: 0

      One of the first games you ever played, tic-tac-toe can be won a decent amount of the time with random moves.

      No it can't. Tic-tac-toe is determined. The second player can always force a tie.

    21. Re:So Yankish... by Anonymous Coward · · Score: 0

      If you want to get a point across, you don't do it by being a douche, ...

      Please tell this to the Daily Kos and Huff Po crowds please.

      That would be like disagreeing with something because a republican president did it, while agreeing with the same action later on because a democratic president did it.

      De rigueur at Daily Kos and Huff Po.

    22. Re:So Yankish... by Ihmhi · · Score: 3, Funny

      Actually, E.T. could be a fun component of a game. Everyone controls bulldozers and tries to shove the most cartridges into a landfill that they can.

    23. Re:So Yankish... by Anonymous Coward · · Score: 0

      From the Internet bubble to the housing bubble, it's all been "let me have it all without having to work."

      No, it's been "let me have it all with some simple work at the beginning, and a smoothly increasing amount of work appropriate to my increasing skills as time goes on".

      Although this totally fails to explain Nethack, which is easy to learn but has more of a difficulty cliff than a difficulty ramp...

      I'm pretty sure he was talking about the game developers, not the game itself

    24. Re:So Yankish... by trolltalk.com · · Score: 1

      I said it can be won a decent amount of times at random. True, the second player, playing perfectly, can always force a tie, but most humans don'\t play perfectly, and there's a big difference between forcing a tie and winning 100% of the time. I've written tic-tac-toe programs, and the best they could do was a tie, though if the other person made any mistake, it pretty much guaranteed a win.

      My point was that random play is a valid winning strategy for many games. How do you find the hidden stuff in Doom, except by pushing at random places? Take away the random element, and you'll never win.

    25. Re:So Yankish... by Blakey+Rat · · Score: 1

      Nice anti-American troll. But this research comes from Switzerland. Idiot.

    26. Re:So Yankish... by toddestan · · Score: 1

      How about a game like roulette, or many other odds game? It doesn't matter how you play roulette, in the long term the results are going to be the same due to the way the odds/payouts are structured. So playing randomly is a strategy that would be just as effective as any other one.

    27. Re:So Yankish... by Anonymous Coward · · Score: 0

      You want your creativity to be automated?
      You desserve what you'll get, welcome to your dump...
      Hope the rest of the world will leave you there, for once.

      that's silly. i want as many things automated in my life so i can focus on those that require creativity. by definition if it can be automated it requires no creativity.

    28. Re:So Yankish... by Anonymous Coward · · Score: 0

      Please tell this to the Daily Kos and Huff Po crowds please.

      And Fox News!

      De rigueur at Daily Kos and Huff Po.

      And Fox Ne-, Erm, scratch that, reverse it. And Fox News!

    29. Re:So Yankish... by shnull · · Score: 0

      i think this is more about evolutionary/(pseudo-sentient?) algorithms than about automated creativity which is in fact virtually impossible so far

      --
      beware he who denies you access to information for in his mind, he already deems himself to be your master (SMAC-ish)
  2. Can we? by Elledan · · Score: 4, Insightful

    Can We Create Fun Games Automatically?

    Sure we can, depending on your definition of the words 'Fun', 'Game' and 'Automatically'.

    :P

    --
    Site & blog: http://www.mayaposch.com
    1. Re:Can we? by ub3r+n3u7r4l1st · · Score: 2, Insightful

      Yeah, like we can generate academic papers automatically, without human intervention. It is called SCIgen. It is readable and understandable, depend on your definition of "Readable" and "Understandable".

    2. Re:Can we? by Rogerborg · · Score: 4, Funny

      Well, Raph Koster defines "fun" and "automatically" as the same thing, since in Star Wars Galaxies he designed in support for AFK macroing your way right up to the end "game".

      --
      If you were blocking sigs, you wouldn't have to read this.
    3. Re:Can we? by TapeCutter · · Score: 1

      Sure we can, depending on your definition of the words 'Fun', 'Game' and 'Automatically'

      'Game' and 'Automatically' are concepts and have solid definitions. 'Fun' is an emotion, you feel it rather than analyse it.

      --
      And did you exchange a walk on part in the war for a lead role in a cage? - Pink Floyd.
    4. Re:Can we? by elrous0 · · Score: 1

      I agree...depending on the definition of "agree."

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
  3. Seems credible to me by Yvanhoe · · Score: 4, Insightful

    The more I play games, both video games, board games or pen and paper RPGs, the more I see the obvious patterns that exist beneath them.

    I stopped playing new boardgames as all these become obvious after a few games, and if you tend to like one, old games already implement them perfectly. You basically have 3 (arguably 4) components in any board game : randomness (go play dices if you like it), tactical planning (go play chess), bluffing (go play poker) and, arguably, negotiation that can be seen as a merge between tactics and planning but that often use a whole different range of social skills.

    Video games have also some recurring ingredients. I played less of them so I fail to see them more clearly, but some of them are obvious :
    - a sentiment of progression. Whether artificial (through leveling in RPG games) or real (from FPS where you get better at shooting, rocket jumping, etc...)
    - hidden content of the game, that the player has to find or guess. It is usually some content voluntarily put there by the game developer (quests, levels, maps) some hidden game logic that one must understand (AIs behavior, puzzles, research trees). In the most interesting games (in my humble opinion) there is also content that is almost emergent. The creator only loosely coded some rules and it is the player's actions that create his own problems to solve. It often happens in strategic or development games, where you discover that a design you chose had some vulnerabilities and that by correcting this, you create a whole bunch of new problems.

    That one last part is the most difficult to reproduce automatically, in my opinion. But a lot of successful games don't have any such emergent content, so I guess that automated games generation can prove quite fruitful !

    --
    The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
    1. Re:Seems credible to me by mh1997 · · Score: 1

      The more I play games, both video games, board games or pen and paper RPGs, the more I see the obvious patterns that exist beneath them....

      ...Video games have also some recurring ingredients.

      The pattern I've noticed is take a successful game and give it better graphics. The games I play from the 80s on my MAME are the same I play with my kids on the Wii, they just have marginally better graphics and a greatly improved controller.

    2. Re:Seems credible to me by jtogel · · Score: 1

      Interesting post. Actually, what we're trying to capture is the "real" sentiment of progression, where you get better at playing the game. But it seems perfectly doable to capture the "level of emergence" as well, via some entropy measure or somesuch. I'll think more about this...

    3. Re:Seems credible to me by drewvr6 · · Score: 1

      The same points can be made for novels. It's been said that all story lines have already been plotted. It is the manner in which the story is related that makes for enjoyment in the reading. The manner encompassing character developement, use of descriptors etc.

      --
      Now we see the violence inherent in the system.
    4. Re:Seems credible to me by hesiod · · Score: 1

      You basically have 3 [...] components in any board game : randomness [...], tactical planning [...], bluffing

      One of your stated examples, chess, is lacking the randomness component, making your statement untrue. Although I suppose by taking the Uncertainty Principle into account it could be argued that there are random moves, they are just infinitely unlikely to occur... Though if I were on the other side, I would demand the piece be moved back, unless it was a valid random move.

    5. Re:Seems credible to me by Yvanhoe · · Score: 1

      Well, I have thought a lot about it as well, this being a field of interest for me...
      Emergence is one of the most interesting phenomenon in computer science, in my opinion. It happens when simple rules create a behavior that is an order of magnitude more complex than the rules. In gaming, it happens when a ruleset offers simple problems that have complex solution. It may be possible to detect such occurrences, but you would need an AI able to solve the problems and measure the solution complexity. It is not a trivial matter.

      Are you of the team who made the program ?

      --
      The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
    6. Re:Seems credible to me by galoise · · Score: 1

      well, since we lack a formal definition of "emergence", it is not so easy to measure. Sure, we can measure the appearance of a given phenomena previously determined to be "emergent", but we have no way of determining automatically what phenomena are in fact emergent, and which are just normal consequences of the design choices behind the game. Rocket Jumping, in FPS, for example... is it an "emergent" behaviour? Its emergence, depends only on it being included as a design choice or not?

      If this is so, then anything not included in a precompiled list of possible behaviours and phenomena would be emergent.

      Entropy is another thing, it can help measure order/disorder, and maybe the amount of "random stuff" happening, but to be an emergent phenomena ()in any relevant sense), it has to be interesting to an observer (or, in context, it has to be "fun"), and that criteria is not formally state-able (is that a word!? IANA Native English Speaker), at least as far as i know...

      Would love to hear comments on formal definitions of emergence, specifically if it applies to providing a formal criteria to identify it.

      --
      entia non sunt multiplicanda praeter necessitatem
    7. Re:Seems credible to me by Yvanhoe · · Score: 1

      I stated these three components as things that can be used for core gameplays. I tried to quote games that focused very strongly on one of these aspects and disregards the others : dices don't have any bluffing and tactical planning. Chess does have a dose of bluff but its core is tactical planning. Poker has randomness and a bit of tactical planning but psychology and bluff is at its core.

      --
      The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
    8. Re:Seems credible to me by ZygnuX · · Score: 1
      I don't think you can really say chess has no randomness. You can pretty much model the reactions of your opponent based on a probability density distribution for each of his possible moves. You can never be sure of what will he do, but you can get an idea of what he will he possibly do.

      OTOH, there are certain aspects of bluffing or tactics on certain dice games, and so on...

    9. Re:Seems credible to me by jtogel · · Score: 1

      There are many proposed methods of measuring emergence - maybe none of them is very general, but I think there's a few that might be useful for specific domains such as games. I need to look into this. You're right, it's not trivial!

      Yes, I'm the one that did the experiments and wrote the paper.

    10. Re:Seems credible to me by locallyunscene · · Score: 1

      I see the article as more of a "design pattern/paradigm" for games. I think Yvanhoe and article author are close but I would change things a little bit. "Learning curve" and "easy to learn" are the same thing for a game. "Hard to master" is built up of two things: depth(of choices) and skill moves(like aiming). Depth is what you're mentioning, Yvanhoe, when you say "hidden content". "Skill moves" are a major part of "sentiment of progression" along with depth. However, a game with a lot of "hidden content" and skill moves is going to be hard to teach to a new player. I could see a program that keeps track of the balance of these variables, but I doubt it could offer meaningful solutions.

    11. Re:Seems credible to me by autophile · · Score: 1

      I stopped playing new boardgames as all these become obvious after a few games, and if you tend to like one, old games already implement them perfectly...

      I agree. I stopped reading fiction after I realized that there were only 20 plots, and they've already been implemented perfectly.

      --
      Towards the Singularity.
  4. Creating stories by Thanshin · · Score: 1

    Wasn't there a short story about a computer that created and told stories?

    Maybe by Lem?

    Not a happy ending. (Ha! My awful memory won't protect you from spoilers!)

    1. Re:Creating stories by Canazza · · Score: 1

      That was Asimov's "Someday" i believe

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
    2. Re:Creating stories by Canazza · · Score: 1

      Link to "Someday" by Issac Asimov - not a happy ending

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
    3. Re:Creating stories by Thanshin · · Score: 1

      That was Asimov's "Someday" i believe

      Not the one I was talking about.

      The one I'm trying to remember is about a computer that tells stories so good that they have to send it to space away from humanity (for some reason). Then, when they want to shut it down they can't, because every time an astronaut goes near, he starts receiving the stories and they are so good that he can't bear to destroy the author/computer.

      Or something like that.

    4. Re:Creating stories by Canazza · · Score: 2, Funny

      They should have sent a slashdotter. They never read the story...

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
    5. Re:Creating stories by Chris+Mattern · · Score: 2, Informative

      Yes, that was Stanislaw Lem; one of his Trurl and Klaupacius stories from The Cyberiad. "The First Sally (A), or Trurl's Electronic Bard"

    6. Re:Creating stories by Thanshin · · Score: 1

      Indeed. That was the one.

  5. More to the point by daveime · · Score: 5, Funny

    Can we get research grant funding automatically ?

    I believe the answer is yes.

    1. Choose a 25 year old topic (for example, a Pacmangame), reinvent it using lots of buzzwords such as swarm, hive, collective, competitive, but secretly just program a system using some generic rules, and a gradient descent algorithm that will force those generic rules to conform to the behaviour we wanted in the first place. Then publish a PDF (why oh why by the way is PDF proprietary format ANY better than Microsoft's proprietary format ?), and spam it across tech news sites.

    2. Make some wild claim that this is the dawning of the age of Aquarius (or similar).

    3. ???

    4. Profit !

    1. Re:More to the point by hab136 · · Score: 3, Informative

      PDF is documented and can be read and written by open tools. Also it prints the same way every time.

    2. Re:More to the point by daveime · · Score: 1

      So presumably those patents on the splash screen are now null and void ? Including the one for the implementation of the LZW algorithm, that they don't even own ?

      I fail to see how anything "open" can also be patented ... I mean what would be the point ?

    3. Re:More to the point by jimicus · · Score: 4, Insightful

      why oh why by the way is PDF proprietary format ANY better than Microsoft's proprietary format ?

      Probably because it addresses a need which hasn't been terribly well addressed by anyone else - providing a platform-independent mechanism to ship around information which you can more-or-less guarantee will look the same to everyone who opens the file, where the file will be hard to edit but easy to create, where the file will look much the same on screen as it will printed out (notwithstanding the limitations of the printer or indeed its driver).

    4. Re:More to the point by Anonymous Coward · · Score: 0

      Including the one for the implementation of the LZW algorithm, that they don't even own?

      Presumably they licensed it.

      I fail to see how anything "open" can also be patented ... I mean what would be the point?

      Patent is supposed to be on the method of achieving something, not the end result, so you'd need to arrive at the same end by different means. Given that 90% of accepted patent submissions these days seem to be "[something completely obvious]... on the Internet!", though, good luck with that.

    5. Re:More to the point by jtogel · · Score: 2, Interesting

      Alright, I'll try that some day. You know, it's not always that easy to get research funding through trying to be original and relevant, so maybe your method is better.

    6. Re:More to the point by Yosho · · Score: 4, Informative

      So presumably those patents on the splash screen are now null and void ? Including the one for the implementation of the LZW algorithm, that they don't even own ?

      The patent on the LZW algorithm expired over five years ago. You're free to use it for whatever you want now.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    7. Re:More to the point by Elledan · · Score: 1

      Kind of. Yes, it is documented (1,000 page spec), it can be written and read by open tools (hint: PDF content isn't changed directly, sections of it are replaced, new sections are pasted in and the old ones amended at the end). That PDFs more or less print the same any time is more due to luck than because it's such a good spec. There are still elements in PDF (look at the recent GIMP review at Arstechnica for example), which are rendered differently in different viewers.

      I have written a tool which modified existing PDFs. Let me tell you that PDF is a worthless specification. If you're used to the simplicity of SGML, you'll find the PDF spec about as friendly as the jungle by night. Even with a colleague assisting me it still took us a few weeks to implement a simple tool which only had to add a single field to a PDF at a particular location. A 10 minute job with SGML/XML (PDFs also include an XML section at the end... why?) turned into a week-long ordeal by PDF.

      Let's face it, PDFs are only meant to be created once and never to be edited again. It's bad enough to write a viewer for PDFs as PDF doesn't use any kind of 'flow' model or anything I could describe in fewer words than a small novel.

      It's kind of like the ODF spec (also a huge mess inside), only much, much worse. Don't believe me? Get a copy of the PDF spec and read it ;)

      --
      Site & blog: http://www.mayaposch.com
    8. Re:More to the point by juenger1701 · · Score: 1

      would still be nice if it didn't lock up every browser i've ever seen with it's 20 min load time

    9. Re:More to the point by caffeinemessiah · · Score: 1

      Choose a 25 year old topic (for example, a Pacmangame), reinvent it using lots of buzzwords such as swarm, hive, collective, competitive, but secretly just program a system using some generic rules, and a gradient descent algorithm that will force those generic rules to conform to the behaviour we wanted in the first place.

      Yes! Thank you! I was going to say that using an EA just means that you're setting up a function space over all possible games of a certain type. In essence, you've already defined the parameters of "possible games" -- the EA is just stumbling through that parameter space -- hardly "creativity". And that goes for a bunch of other approaches "biologically-inspired" search algorithms that all essentially boil down to random search + heuristics.

      --
      An old-timer with old-timey ideas.
    10. Re:More to the point by YouWantFriesWithThat · · Score: 1

      it prints the same way every time

      as i have found out, this is painfully not true. occasionally adobe (with no updates/changes) will decide to fight with a print driver, resulting in random ASCII gibberish instead of a document. this has caused immense fun us and our clients.

    11. Re:More to the point by Haeleth · · Score: 1

      Huh? PDF files don't lock up browsers. Adobe Reader does, but you can't blame the file format for the deficiencies of a single implementation.

      If you don't like how long the Adobe browser plugin takes to load, then disable the plugin and use the external Adobe Reader, or get a better reader (Foxit is quite popular on Windows).

    12. Re:More to the point by Anonymous Coward · · Score: 0

      PDF is based on PostScript, but without the stuff that makes PS a Turing-complete programming language, and some extensions added. PostScript is an old, very well known format (which is actually a printer driver format). PDF is implemented on a lot of systems, like Linux or any other *ixes. PDF prints out the same on different printers and is really a better publishing format. Or because mainly, because you can use Latex to generate PDF's and lots of other formats. For me at least all those are good reasons over using a hack format like MS Word.

      PS. all of this of course ignoring that PDF has a completely different purpose than Word. PDF describes pages, it has no concept of text anymore like a word processor has. That's why you can't edit PDFs.

    13. Re:More to the point by Anonymous Coward · · Score: 0

      Ah LZW, reminds me of the better times when patents were still somewhat believable. You didn't like them, but at least you could respect them on an intellectual level. Damn, I just wish it was the nineties again ;-)

    14. Re:More to the point by hab136 · · Score: 1

      So presumably those patents on the splash screen are now null and void ? Including the one for the implementation of the LZW algorithm, that they don't even own ?

      If they licensed or owned a patent for their software, they would list it in the splash screen. That doesn't mean the patent is require to read/write PDFs. A number of the patents are for the extra crazy features that nobody actually uses (DRM, live web updates, etc) or for their specific way of doing something.

      As mentioned in other comments, LZW is no longer patented (since 2003): http://en.wikipedia.org/wiki/LZW#Patents_and_accreditation

      Finally, Open is not a synonym for free of cost.

      I fail to see how anything "open" can also be patented ... I mean what would be the point ?

      Patents could arguably be an early embodiment of open source ideals, since you have to disclose your "source code" to get one. The system has degraded in a number of ways, notably granting patents to non-novel ideas and granting patents when the full steps for reproducibility have not be disclosed, but the original idea of "share with the world how you did it, and you can have a short monopoly on that invention" is still the idea of the patent office.

      Documents that need to be read in 50 or 100 years (for example government archives) need to be in an open document format. Adopting PDF now may cost some money while certain patents are in effect, but over the long term, the ability to fully understand the document without the help of a (possibly since-defunct) private business is the reason to choose an open format.

      Many government records are available to anyone, but come with a per-page copying fee (10 cents or so) or a flat fee (like $30). Think property deeds, marriage licenses, death certificates, etc. Open, but not free. Same idea.

    15. Re:More to the point by hab136 · · Score: 1

      That PDFs more or less print the same any time is more due to luck than because it's such a good spec.

      Yeah, it's totally not because they set out to make a document description language (based off Postscript which was also a document description language). Nope, complete accident. :)

      There are still elements in PDF (look at the recent GIMP review at Arstechnica for example), which are rendered differently in different viewers.

      I think you're referring to http://arstechnica.com/reviews/apps/gimp-2-6-review.ars/10

      This one wasn't flawless though--you can see the image gets knocked out at the top right of the image below the drop shadow. But Pantone spot plates and drop shadows are still death for modern RIPs. Kodak's own production-level RIP software can't even get it right most of the time, so I can't complain much about GIMP's slightly imperfect rendering.

      A bug where it's "slightly imperfect" (and treated as a bug) is a far cry from printing the same document across multiple versions of Word and getting completely different results - which is what we were originally discussing: why use PDF instead of DOC for distributing a static (not meant to be edited) document.

      I have written a tool which modified existing PDFs. Let me tell you that PDF is a worthless specification.

      So worthless that you wrote a tool for it? :)

      If you're used to the simplicity of SGML, you'll find the PDF spec about as friendly as the jungle by night

      I've been to the jungle (South America) but not at night, so I don't know how scary that's actually supposed to be. :) Hot and sweaty for sure.

      However..

      If you're used to the simplicity of *thing you know well*, you'll find the *thing you don't know well* spec about as friendly as the jungle by night.

      Did you have previous Postscript knowledge? If not, of course PDF was confusing. Postscript/PDF is indeed crazy, but saying "it took me a few weeks to go from zero to a working product" is not exactly a serious condemnation of something.

  6. automawhat? by Langfat · · Score: 1, Funny

    I've been reading too much slashdot lately. I saw the title and immediately my brain said 'automagically.'

    ugh.

    1. Re:automawhat? by techprophet · · Score: 0, Offtopic

      It did now? That's a serious mental illness. It's called 'Iseemagicitis'. As far as I know it's not curable.

  7. Definition of "fun".... by benwiggy · · Score: 1, Insightful

    "You have to make your own fun. If somebody else makes it for you, then it's entertainment."

  8. The most fun of all games. by Planar · · Score: 1

    Fun is learning â" fun games are those which are easy to learn, but hard to master, with a long and smooth learning curve.

    That's true, and it's why Go is the most fun of all games.

  9. So..what? by kirbysuperstar · · Score: 0

    A random maze generator? That's hardly what I'd call "automatically making a game".

    1. Re:So..what? by pjt33 · · Score: 1

      It's also completely unrelated to the paper, which explicitly says that they pick a single maze to use for all the games to ensure that it is about evolving the game rather than the maze.

    2. Re:So..what? by kirbysuperstar · · Score: 0

      My bad. But how much can you improve on a single maze, gameplay-wise?

    3. Re:So..what? by maxwell+demon · · Score: 1

      Nethack.

      --
      The Tao of math: The numbers you can count are not the real numbers.
    4. Re:So..what? by techprophet · · Score: 1

      GlHack

  10. Perhaps this has a future in game design? by l3v1 · · Score: 1

    Perhaps this has a future in game design

    Uhmm, no ? We need versatility in the games we play, and a complexity that such algorithms can't introduce automatically. Sure, such methods could help in creating some (!) game rules, anything more is beyond speculation.

    --
    I am putting myself to the fullest possible use, which is all I can think that any conscious entity can ever hope to do.
    1. Re:Perhaps this has a future in game design? by jtogel · · Score: 1

      Yes, in practice we're envisioning this to be used mostly for improving on given game templates, but one has to try to do the near-impossible as well, doesn't one?

  11. Different "fun" for people by troll8901 · · Score: 5, Interesting

    Good point. Different levels of "fun" and satisfaction.

    Someone wrote about putting Age of Empires 2 on showroom PCs, and all the female customers went ga-ga over this game. They would then build mini cities and so on ... all without fighting. He said they wouldn't give a second look at AoE 3, or The Sims 2 ... they just wanted to play AoE 2.

    Someone wrote about his entire family playing mostly older games (including all Mario games), and mostly avoiding newer, copy-protected games.

    It amazes me reading these posts.

    1. Re:Different "fun" for people by jtogel · · Score: 3, Interesting

      This is a good point. In fact, there is research on identifying different player "stereotypes", and having ways of automatically identifying what stereotype a player belongs to could enable us to automatically create games for particular players. Or just adapt a given game so it suits some player better.

  12. Erorr by DynaSoar · · Score: 1

    Just because a fun game has X learning curve doesn't mean games with X learning curve are fun. The learning curve maintains attention, necessary for the game to be fun. The same learning curve in another situation may maintain attention to something droll. And something fun may have no learning curve at all. I suggest you're not looking at fun, you're looking at ability to maintain engagement. I also suggest fun does not have a single definition, or else everyone would play the same game.

    --
    "I may be synthetic, but I'm not stupid." -- Bishop 341-B
    1. Re:Erorr by Anonymous Coward · · Score: 0

      You should read Koster's book, rather than responding with scorn to a poor one-sentence summary of it.

    2. Re:Erorr by AlXtreme · · Score: 1

      You should read Koster's book, rather than responding with scorn to a poor one-sentence summary of it.

      Dear all-knowing AC: You should respond with an informed rebuke to GP's post, rather than responding with scorn with a poor one-sentence mention of a book only very few have read.

      In response to GP, quantifying "fun" (which is required for any automated learning algorithm) indeed isn't easy, but evolving game rules using an expected learning curve isn't a bad idea. Games with a too steep or too shallow learning curve can be less fun than because of the learning curve, but "fun" naturally comprises much more than the learning curve alone.

      --
      This sig is intentionally left blank
    3. Re:Erorr by Anonymous Coward · · Score: 0

      The trouble is, we've been through about a zillion of these discussions of "what is fun" and "what is a game" on GameDev.net and other places. I have no particular desire to reiterate my arguments or those of others. Koster *does* make a compelling case that fun = learning. The book is reasonably short and torrentable. Read it, or don't make silly comments about what you think he means, especially based on someone else's interpretation.

  13. PDF isn't a proprietary format by pjt33 · · Score: 4, Informative

    PDF has been opened. Admittedly the standards body which supports it is ISO, but I don't think anyone bribed them to approve it.

    1. Re:PDF isn't a proprietary format by Merusdraconis · · Score: 1

      I find it's hard to believe it's truly open when Microsoft were sued for trying to implement it.

    2. Re:PDF isn't a proprietary format by Anonymous Coward · · Score: 2, Insightful

      Citation?

      (Without knowing anything, my immediate gut feeling would be that they may have gotten sued over intentionally implementing it in a wrong, incompatible fashion, kinda like how they tried with Java in the 90s. THAT would be understandable.)

    3. Re:PDF isn't a proprietary format by Talar · · Score: 1

      It is open. The reason why Adobe threatened to sue Microsoft seems to be that they would use their monopoly situation to force a certain Adobe product line out of business by offering the "save as PDF" in Office.

      Believe it or not, but a lot of companies actually pay money for propriety software used only to convert their documents to PDF format. The lawsuit threat proves it.

      The monopoly situation is what allows them to sue. If everyone was using OpenOffice I suppose they could sue Sun(?) for making Adobes business idea irrelevant unless Sun removed the PDF conversion.

      So Microsoft actually wanted to do something good and implement an open standard, even if it was probably not out of love for open standards in general. They were stopped by anti-monopoly laws that should be a good idea since monopolies are bad, but which in this case is used to sustain Adobes sales of the same function a few more years just because the customers they would otherwise loose doesn't realize they could get the same thing for free. Their terms for letting Microsoft include the function was that they should charge extra for it and let Adobe in on the revenue. Adobe is just after the money whether it comes from their own products or from getting a piece of the monopoly.

      You may consider it good or bad, but the fact is that monopoly regulations doesn't let the market leader compete on even terms featurewise with other products when it comes to functionality that can be seen as a separate business niche.

      Now I am sure that Adobes package does a lot more than just convert other documents to PDF and some customers actually need that extra functionality, but Adobe still considers the conversion alone important enough for their business model to go to court over so that alone is the important feature here.

    4. Re:PDF isn't a proprietary format by Rogerborg · · Score: 1

      Let me synopsise that a bit: "It's open, if Adobe decide not to sue you."

      --
      If you were blocking sigs, you wouldn't have to read this.
    5. Re:PDF isn't a proprietary format by reg106 · · Score: 1

      Office 2007 does have "Save as PDF," but it must be downloaded separately from Microsoft.

    6. Re:PDF isn't a proprietary format by marcosdumay · · Score: 1

      Let me further explain the situation. You are free to do anything that is legal, except when somebody with deep pockets and a legal department doesn't want.

    7. Re:PDF isn't a proprietary format by Anonymous Coward · · Score: 0

      Let me synopsise that a bit: "It's open, if Adobe decide not to sue you."

      Or, more realistically, it's open if you're not a monopoly.

  14. Reminds me of Ender's Game by asaul · · Score: 1

    Sounds like the mind test games from Ender - it probes you and comes back with shit to fuck with your head.

    --
    "If everybody is thinking alike, somebody isn't thinking" - Gen. George S. Patton
  15. Coming up soon... by Wizard052 · · Score: 1

    ...the FUNGAME MANIFESTO v1.1!! All the Science behind every fun game there ever was, distilled in a nice, just mix-with-water, logic! 101 best practices for every game developer idiot and game developer dummy!...fun games guaran-teeed!!! ...then all the games get fun. Then it all gets boring. ...then one breaks out from the mold. And that's different. And it's fun. Fun is now redefined! Wowee!... ...And so the cycle continues..

  16. Already been done. by will_die · · Score: 1

    It has already been done unless you have some proof that Star Wars Galaxies actually had some thought behind it.

    The nice thing about this article is that Raph is out spending his time on worthless stuff instead of sending his time creating a high profile game. He is really good at writing papers on how stuff should work but he cannot implement his own ideas.

  17. Work on Hollywood movies? by olddotter · · Score: 3, Interesting

    Seeing movies produced by following the "formula", do you want automated games? Do you even want a "formula" for "fun" game design?

    Maybe its possible, but this starts to sound like automated art.

    1. Re:Work on Hollywood movies? by Anonymous Coward · · Score: 0

      Oh, you mean that terrible stuff where the artist just specifies *what* can be seen, and the computer does the actual painting?

      Yeah, automation has no place in art.

      It all started going wrong when oil paints became popular and people no longer had to mix their own.

    2. Re:Work on Hollywood movies? by Snarfangel · · Score: 1

      Seeing movies produced by following the "formula", do you want automated games?

      Only if a sequel is involved.

      --
      This tagline is copyrighted material. Please send $10 for an affordable replacement.
    3. Re:Work on Hollywood movies? by gzipped_tar · · Score: 1

      > Maybe its possible, but this starts to sound like automated art.

      It's called Object-Oriented meta-creative art framework you insensitive clod! :P

      --
      Colorless green Cthulhu waits dreaming furiously.
    4. Re:Work on Hollywood movies? by Anonymous Coward · · Score: 0

      I'm a struggling robot artist, and I can't believe you would denigrate me in this economy, you insensitive clod.

    5. Re:Work on Hollywood movies? by dwarg · · Score: 1

      Seeing movies produced by following the "formula", do you want automated games? Do you even want a "formula" for "fun" game design?

      Isn't this what EA already does? Oh wait, I'm confusing "fun" with "profitable."

      A profitable game is even more likely to generate a sequel than a profitable movie. And sequels are just a reimplementation of the formula provided by the original. To say nothing of all the copycat games that come out once a new game style becomes popular, i.e. profitable.

      So the formulas already exist. It's just a matter of automating the production.

    6. Re:Work on Hollywood movies? by Anonymous Coward · · Score: 0

      The idea is that the game can learn about the player and adapt. If the game sees me stuck at a puzzle for a period of time and I can't figure out how to get past it, the game could adapt and modify the puzzle. I could then get past that stuck part and move on. Instead of getting frustrated, the game adapts to my abilities and increases my satisfaction.

      I hate getting stuck on some stupid piece of a game which I just can't figure out. I know I have to jump up to the second floor window from the ground. I see the boxes I need to jump on. but I can't quite figure out that I have to push that one box over a little to make the jump. The game never let me do this anywhere else. Why would I assume I could do it here? The game sees me stuck and somehow adapts. Perhaps the box needing moved shakes in the wind, thus highlighting it.

      Anyway, I enjoy online p2p games much better than the offline puzzle games for these reasons. Maybe this technique could change that.

  18. Not a chance. by Aladrin · · Score: 3, Insightful

    If programming and design could be done automatically, we wouldn't still have programmers. We can't even manage to automate creating simple apps. How could we possibly automate creating entire new games, which means new art, new rules, new everything.

    On top of that, everyone finds something different in a game to be 'fun'. Some love challenge, some love adventure, some love collecting things... Attempts to make games that have everything anyone could love are usually pathetic flops.

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    1. Re:Not a chance. by Khopesh · · Score: 1

      Rather than a completely automated game for the masses, I read this as an opportunity for game designers to get inspiration. The core mechanic, or perhaps just an inspiration for one, is the only thing that would come of this kind of thing.

      The exciting aspect of this kind of thing is that we might finally break through the extremely limited number of molds currently used in the gaming genre. With such a starting point, designers can then apply their imagination and intelligence to making something marketable.

      This is specifically useful for games that contain sub-games, like flash-based games and many Nintendo titles.

      --
      Use my userscript to add story images to Slashdot. There's no going back.
  19. PDF reads on all OS! by Anonymous Coward · · Score: 0

    I can't think of a graphical OS that won't display a PDF.

    1. Re:PDF reads on all OS! by c-reus · · Score: 1

      so, which OS can display a PDF without external tools? You still need Acrobat or something similar to view it in Windows (of course, correct me if I'm wrong). Those tools are not part of the OS.

    2. Re:PDF reads on all OS! by Anonymous Coward · · Score: 2, Informative

      Umm... Mac OS X? Reads PDF quite well, with no external software installed whatsoever.

      Windows? Bah!

    3. Re:PDF reads on all OS! by Haeleth · · Score: 1

      so, which OS can display a PDF without external tools?

      Microsoft Windows is the only modern desktop OS that doesn't come with PDF display capabilities out of the box.

  20. The future is meta-games by Anonymous Coward · · Score: 0

    Humans will always, or least in my lifetime, have a better grasp of fun. Meta-games like Little Big Planet for the PS3 give the even "newbies" the ability to build their own games with their own rules.

  21. I'll never forget by sleeponthemic · · Score: 4, Funny

    Walking into a computer lab at school, spying a mystified user staring at a screen. Investigating further, it turned out he was confused by the fact that

    Make Game
    Racing Game
    2 tracks

    In a programming IDE did not yield anything.

    --
    I record my sleeptalking
    1. Re:I'll never forget by sleeponthemic · · Score: 1

      Just as a side note, it occurs to me now that he hadn't placed any cars on the tracks, so perhaps that was the problem.

      --
      I record my sleeptalking
    2. Re:I'll never forget by zobier · · Score: 1

      Hey, he was just ahead of his time.
      I'm sure that's the way some kids will be programming in the future.

      --
      Me lost me cookie at the disco.
  22. So if he starts with PacMan ... by maxwell+demon · · Score: 1

    ... will he eventually reach nethack? After all, it's also basically things moving around (you, your pet, monsters, etc.), and actions on getting together (fighting with monsters, picking up things, ...). Ok, it has a third dimension (stair up/down) and a few other degrees of freedom (e.g. additional actions like casting spells or putting on/removing rings) and a few more parameters than just one score, but I'm sure you can generalize the description enough to be able to describe nethack.

    But somehow I doubt that he'll create a new nethack this way.

    --
    The Tao of math: The numbers you can count are not the real numbers.
    1. Re:So if he starts with PacMan ... by jtogel · · Score: 1

      Nethack is on the list. Seriously, I think it's one of the things that's actually plausible. At least until I'm disproven!

    2. Re:So if he starts with PacMan ... by maxwell+demon · · Score: 1

      It's not on the list, because part of what is nethack also comes from subtle and not-so-subtle references to hacker culture (e.g. "a scroll named HACKEM MUCHE"). Also, will an automatic program ever get the idea to include features like recieving your (real) mail from inside the game (as a "scroll of mail")? I strongly doubt so. Even the idea that you can find your own grave from an earlier unsuccessful playing in a later game session is something very unlikely to be invented by a program.

      The point is, much of the fun is in such details which cannot be created by a simple optimization process, but have to be invented through creativity and cultural knowledge.

      Moreover, even if you concentrate just on the game mechanics, a computer couldn't create anything like nethack without providing extensive information. That's because the various numbers mean something. Simply making arbitrary rules simply will not give a consistent experience. A shop keeper will never give you money if you buy something. You cannot find a negative amount of money. A monster hitting you will never increase your hit points. Such rules are obvious when you know the meaning of the points, but how would a computer figure this out? The result of making those rules arbitrary would just result in rules which seem as arbitrary as they are, and therefore much reduced fun.

      --
      The Tao of math: The numbers you can count are not the real numbers.
    3. Re:So if he starts with PacMan ... by jtogel · · Score: 1

      You're of course right that it would be very close to impossible to come up with all the references etc. in a game such as nethack. For this, we need humans!

      However, such a thing as finding sensible values for how much money you get for selling something or how much damage you can do by hitting someone is definitely something you can optimize. Automatic game design, using evolutionary algorithms, is _not_ the same as arbitrarily making rules, as we are actually testing the rules with another learning process!

    4. Re:So if he starts with PacMan ... by Anonymous Coward · · Score: 0

      A monster hitting you will never increase your hit points.

      If memory serves, a Nurse hitting you while you have no armor equipped will increase your hitpoints.

  23. I think the research oversimplifies by MickLinux · · Score: 4, Insightful

    Sure, if you define "fun" as "a smooth learning curve", then you can make fun games automatically.

    But not all of the fun is in the learning. Some fun is in tweaking humor. Some fun is in triggering a person's likes and dislikes (Nethack, ponies). Some fun is created by changing the venue (is it a space game? a historical shoot-em-up? A politics game?

    Yes, there are underlying patterns to a lot of games. But simply limiting our definition of "fun" to "learning" and "follows the pattern" reminds me of the automatic novel generations in Orwell's 1984.

    I don't think that this headline defined the problem well. Yes, some parts of fun can be automatically generated. But no, to make a fun game, it has to be interesting to a human, not just to a turing machine. And for that, you really need other humans to make the games, or you don't have the depth required for real "fun".

    --
    Correct Horse Battery Staple: 72 bits of entropy. Enter "Correct H" into google. When it generates the phrase, that's
    1. Re:I think the research oversimplifies by jtogel · · Score: 2, Insightful

      You are right, we are oversimplifying. But we need to start somewhere, don't we? I think that those things you measure (humour, likes and dislikes, genre change) will be very hard to measure/create automatically, but not necessarily impossible.

    2. Re:I think the research oversimplifies by Yvanhoe · · Score: 2, Interesting

      I don't think that this headline defined the problem well. Yes, some parts of fun can be automatically generated. But no, to make a fun game, it has to be interesting to a human, not just to a turing machine. And for that, you really need other humans to make the games, or you don't have the depth required for real "fun".

      Why I disagree on the fact that the automatically generatable parts of fun are not enough to make a human-enjoyable game, I don't really have more counter arguments than there are arguments. That would make for an enjoyable Turing test. My only counter-argument is that I know of quite a few games which do not depend on depth to be fun.

      --
      The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
    3. Re:I think the research oversimplifies by dontPanik · · Score: 2, Interesting

      Yes, some parts of fun can be automatically generated. But no, to make a fun game, it has to be interesting to a human, not just to a turing machine. And for that, you really need other humans to make the games, or you don't have the depth required for real "fun".

      But the things you've outlined, the setting of a game, the feel of a game, and the idea of a game are intentionally not touched by the research. In the games created by the research, very generic names are given to the different objects comprising the game, so that these variables of fun (the setting and the ideas behind the game mechanics) are left out of the equation. With those variables eliminated from the research, the focus is only on the difficulty of the game and the height of the learning curve. That is the "fun" that is being created automatically.
      IMO this technology is not ready yet for serious usage, but at this time, the concept protrayed in the study could be useful for those creating games.

      --
      "Computers are useless. They can only give you answers." - Pablo Picasso
    4. Re:I think the research oversimplifies by Twinbee · · Score: 1

      The points you mention though seem to fall under the categories of art, music and story.

      The underlying game can exist without these qualities, and it would still operate the same mechanically. Of course, it will be worse for it, but the point is that creating good art/graphics or sounds/music is a completely different topic.

      --
      Why OpalCalc is the best Windows calc
    5. Re:I think the research oversimplifies by Anonymous Coward · · Score: 0

      Also, any attempts to automatically generate fun games can only be helpful in giving us more information with which to manually create fun games.

      EDIT: That doesn't read as nicely as I thought it did, but bite me.

  24. It has been known by dimethylxanthine · · Score: 1

    If creation of generated research papers papers can be considered fun, then by all means!

  25. Rickrolling for democracy by I+cant+believe+its+n · · Score: 1

    Rickrolling can play a positive role in convincing proponents of internet monitoring to change sides. Anyone can trick anyone else into getting caught in the trawl. Just change the target material from Rick to something less innocent.

    --
    She made the willows dance
    1. Re:Rickrolling for democracy by cosam · · Score: 0, Redundant

      Just change the target material from Rick to something less innocent.

      You mean something like this?

    2. Re:Rickrolling for democracy by I+cant+believe+its+n · · Score: 1

      No, I know it is not the same as Rickrolling, perhaps a better name would be t-rolling?

      The big difference from doing something like this on /. just to annoy and emailing specific politicians, is that the latter proves an important point to some ignorant but hopefully well meaning people. I suggest showing those wrong, who have publicly said "if you don't do anything wrong, you won't have anything to fear from being monitored".

      In my country (Sweden), the parliament approved of monitoring of all internet traffic across our borders (including all traffic simply making a pitstop at gmail etc), starting from 1:st of jan 2009.

      --
      She made the willows dance
  26. Off the top of my head by slugtastic · · Score: 2, Insightful

    fun games are those which are easy to learn, but hard to master, with a long and smooth learning curve.

    Best example for this is Chess. Easy to learn but takes many years to master.

    1. Re:Off the top of my head by icebraining · · Score: 1

      Yes, that's the best example of a game with a long ans smooth curve that most people doesn't find fun to play. I like chess, but most of my friends think it's boring.

    2. Re:Off the top of my head by PeeShootr · · Score: 0

      Clearly you don't play Chess, as chess is not a good example of a game with a smooth learning curve. Chess is easy to learn and difficult to master, I'll give you that, but after learning the basic rules, there is some effort, and a steepening of the learning curve to learn basic tactics (pin,fork, etc.). Then, there is another steep jump in the curve to learn the strategy of the opening, middle, and endgames. Even after learning the basics, most (more than casual) players find a barrier which they can't break through after a year or so of studying. That's when the curve gets very steep and it becomes difficult to rise to the level of master. I just thought that you needed an explanation of what a learning curve was.

    3. Re:Off the top of my head by Anonymous Coward · · Score: 0

      Not really the best example. Someone has to explain how the pieces move. Many people pick up checkers instead because there are less pieces to learn.

      A modern video game version would introduce the pieces one at a time with a challenge to defeat with only those pieces.

    4. Re:Off the top of my head by Zironic · · Score: 1

      I think Go is an even better example, the rules are extremely simple but the emergent gameplay is too complex to be brute forced(unlike chess).

    5. Re:Off the top of my head by pandrijeczko · · Score: 1

      You need the right sort of mind to be good at chess, it is not something anyone can master.

      I myself know how to play chess but I will never master it because I do not have the skills to predict future moves and likely outcomes - not that poker interests me at all but in just the same way, I could never be a good poker player.

      However, I do consider myself of above average intelligence and I'm very good at looking at a fixed, real-time situation and working out a solution from there. That's why I'm very good at Sudoku, crosswords and other puzzles that give you something to solve right in front of you.

      Likewise, I've always done very well in technical support roles or programming because given a specific problem and the point to which I need to get to (i.e. full resolution of a problem or a program that needs to do such-and-such), I'm very good at working out how to get from the start to the end point.

      When it comes to chess, which I do quite enjoy playing occasionally, I will always go for attrition and try and swap pieces to remove as many as possible as quickly as possible from the board. That means that there are fewer combinations of possible outcomes with fewer pieces on the board.

      I should also say that in college, I always excelled in pure mathematics and calculus but totally flunked out in statistics which I have never managed to get a grasp of. I always took the view that working out the probability for a specific outcome was meaningless because it was just an excuse for being unable to take all the external factors into account that cause a specific outcome.

      So, for example, if someone flips a coin, my view was that you can pretty much work out whether it will come up heads or tails if you know the weight of the coin, the force at which it's flipped, the air pressure, falling distance, etc. and that therefore saying "there's a 50% chance of tails" was completely pointless to me.

      Yes, an average chess player would wipe the floor with me but I'd give him a good "drubbing" at a game of Scrabble afterwards!

      --
      Gentoo Linux - another day, another USE flag.
    6. Re:Off the top of my head by Nebu · · Score: 1

      fun games are those which are easy to learn, but hard to master, with a long and smooth learning curve.

      Best example for this is Chess. Easy to learn but takes many years to master.

      Maybe not such a great example, 'cause I find, e.g. Gears of War and Guitar Hero to be more fun than chess.

  27. Only works for abstract concepts by MessyBlob · · Score: 1

    Abstract concepts generally have the best game rules because they offer the widest set of possible options; game designers are not restricted by the constraints of 'the familiar', but players then face the initial bump in the learning curve in order to absorb the initial concept. The problem here is that algorithms cannot draw upon the vast life experience and everyday cultural references that ordinary people possess. Further, abstract games, no matter how well-designed, are difficult to market and sell (take The Sentinel as an example); they need someone else (reviewer) to say, "This is good, go buy it".

  28. Who is the creator here? by Anonymous Coward · · Score: 0

    create some simple Pacman-like new games completely without human intervention!

    Man creates Pacman. Computer clones pacman. Has a new game really been created?

  29. Re:ATTN: SWITCHEURS by Anonymous Coward · · Score: 0, Funny

    Linux is a UNIX-based OS, and my favourite distro of it is Macintosh OS X, because it has the full support of a major corporation, unlike other distros, which are all operated by maybe one or two nerds in a basement together. The last thing I want is for a level 5 dwarf (haha) providing me my OS

  30. Simplicity of form by Drakkenmensch · · Score: 3, Insightful

    One factor which I've noticed tends to create addictive puzzlers is quite simplicity of form. The resulting purity of function lends itself perfectly to entrancing, mesmerizing marathon sessions of blocks dropping, diamond spinning or whatnot, always seeking "one more combo!" as the points rack up on top of the screen. Tetris, Lumines, Bejeweled, the list goes on. Keep the concept simple, the list of controls short and the rules easy to learn. If I looked up the amount of time I spent trying to line up that four-block line in a perfect spot for maximum points, I'm pretty sure the number would be terrifyingly high.

    1. Re:Simplicity of form by dintech · · Score: 1

      I loved Columns for the Atropos sound-track. You could play for ages listening to that.

    2. Re:Simplicity of form by cowscows · · Score: 1

      In a sense, games such as the ones that you're talking about are partially generated automatically.

      Taking Tetris as the textbook example, each game is different because the computer randomly selects pieces from a pre-designed list and throws it at the player. It's a very simple mechanism that allows the game to "automatically" generate new levels, but it works because the gameplay is so simple. The interesting question is whether or not increasing hardware resources and programming abilities will allow more complicated gameplay to be automated in increasingly complex ways.

      A good and recent example is Valve's "Director" A.I. system in Left 4 Dead. For those who aren't familiar, it's basically a zombie game where you fight zombies as you travel through pre-designed levels. But what isn't pre-designed is the spawn points and quantities of Zombies, weapons, health kits, etc. The game is certainly more complex than Tetris, but you can boil both way down to a same basic system. The player has a pretty basic goal (make lines, get to the safe house), and the computer picks pre-designed pieces (different combinations of 4 blocks, different types of zombies) from a library and throws them on the screen for the player to deal with.

      The individual pieces in L4D have much more complicated behaviors than those in tetris, and the system by which the computer selects those pieces is much more sophisticated than just randomness, but they both share an underlying fundamental pattern.

      But it's important to note that human brains were required for both to design the player's goals, to design the individual pieces, and to design the setting in which the interaction takes place. I don't see how that part can be automated short of someone discovering how to build a creative artificial intelligence. And if that happens, the ramifications for everyone will be way bigger than computer created games.

      --

      One time I threw a brick at a duck.

  31. What? by MadKeithV · · Score: 4, Insightful

    Automatically? Most game dev studios can't even make fun games manually!

    1. Re:What? by techprophet · · Score: 1

      ModUp! When certain companies *cough*EA*cough* gets a hold of this it will bring them to a new low.

    2. Re:What? by dintech · · Score: 1

      Yeah, just don't let EA Marketing get their hands on this.

    3. Re:What? by Cowmonaut · · Score: 1

      Common misconception. EA doesn't make games. They buy the companies of teams that make games, give them a deadline, and ship out whatever is there on the deadline. They're basically a publisher except now they're on Steam as well so they're getting redundant.

    4. Re:What? by techprophet · · Score: 1

      But the games are funded by EA so thus EA makes the games.

    5. Re:What? by ukyoCE · · Score: 1

      Yeah, but maybe that's just because they've got humans getting in the way :X

    6. Re:What? by Anonymous Coward · · Score: 0

      But the games are funded by EA so thus EA makes the games.

      No. You fail at logic reasoning in general and causation in particular.

      I agree that EA suck, though. They really, really, REALLY do suck.

  32. Re:ATTN: SWITCHEURS by maxwell+demon · · Score: 0, Offtopic

    Novell is one or two nerds in a basement together?

    --
    The Tao of math: The numbers you can count are not the real numbers.
  33. Raph Koster? eech by cpu_fusion · · Score: 1

    Hopefully Raph had fun leaning from all the failings of Star Wars Galaxies. Me, not so much fun playing those failings.

  34. Dead Poet's Society by Anonymous Coward · · Score: 0

    This reminds me of the first 10 minutes of the movie Dead Poet's Society where Robin Williams has them rip out the introduction to their poetry book.

  35. Entertainment's metrics by eulernet · · Score: 1

    Not very new, since Sudoku became popular when Wayne Gould wrote a program to generate puzzles, graded by difficulty.

    I guess most of the paper puzzles can be generated this way (like crosswords...).

    The difficulty largely lies into the entertainment's metrics.
    The authors seem to have used humans to test their games, so I doubt that creating a game from scratch could be done entirely automatically.

    1. Re:Entertainment's metrics by jtogel · · Score: 1

      No, we didn't use humans to test the games. We used evolutionary algorithms.

      In fact, one of our main inventions is the idea of using a learning algorithm to grade the game, based on the idea that learning equals or creates fun. There are many other "static" functions for measuring fun proposed already, measuring things such as balance or challenge, but we are the first to use learnability as a predictor of fun.

  36. Let me google that for you by bigmouth_strikes · · Score: 1
    --
    Oh, I can't help quoting you because everything that you said rings true
  37. What did they actually do? by Anonymous Coward · · Score: 0

    These researchers start off asking the question, can fun games be created automatically? They end saying that they have proved the idea, but it remains to verify that the more fit games are actually more fun. Uh, wasn't that what the research was supposed to show?

    Evolutionary programming can be deceptive. Humans define the rules, humans tweak them until what looks like the desired output is produced. One can easily be deceived into thinking that the product is magically as good as it can be, or has magically used an algorithm that humans would have thought of. If we don't understand the nuances of the rules or the fitness function, the product can be quite different to what one would expect.

    The real challenge is coming up with rules and "training" detailed enough to iron out all the wrinkles. This research tackled none of that.

  38. Just ask EA by internerdj · · Score: 1

    They appear to have some sort of formula for spitting out games year after year with little variation. It seems to be working well for them. Although truth be told most gamers hate it.

    1. Re:Just ask EA by Sparton · · Score: 1

      It's called "Year 1: Improve last years game", then "Year 2: Use last years game for this year, but change the names of the players".

      This way, they effectively spend 2 years to make some sort of improvement to the yearly franchise.

  39. koster = time sink / grind by jt418-93 · · Score: 1

    having played swg, one of koster's grand designs, i would never touch another game he was affiliated with. his concept of fun is grindage / time sink / drag it out as long as possible. the only person i dislike more than him are the ea ppl that killed mco.
    koster is a broken tool

    --
    -.no
  40. game programming would be like photography by tacitdynamite · · Score: 4, Interesting

    In photography, you set up the boundary conditions, take a TON of pictures, then select the best ones from the ones you have. The best photographers have the best eye for selecting the remarkable ones out of the pack. This would shift game programming from an art like classical sculpture - where you have to plan far, far ahead, and don't get second chances - to an art like photography where it is more about creative curation than creative engineering. Evoluationary development of games wouldn't eliminate the creativity of the process or the product, it would change the creativity of the process and the product.

    1. Re:game programming would be like photography by YouWantFriesWithThat · · Score: 2, Interesting

      that model of photography works in the digital age when there is no cost to each shot and thousands can be taken. or if you have a large budget when using film. however, some of the best photographers have done their work when poor, with limited resources to shoot and develop large amounts of pictures.

      i have been along for a shoot with truly amazing photographers that use film. one in particular that i knew had 22 keepers on a roll of 24. about 18 of those ended up in a show. an anecdote and a limited sample, to be sure. but i think that the best photographers have a good eye for composition and can see what a subject is going to look like through a lens without ever lifting the camera.

      i am not discounting what you say as being valid for some (maybe most, i don't know) photographers. and the point you are raising through your comparison is valid and interesting. i just wanted to clarify that in my experience not all photographers are promiscuous about taking pictures, and photography is not necessarily curation at it's core.

  41. Re:ATTN: SWITCHEURS by dintech · · Score: 1

    Umm, Redhat?

  42. No system can replace bums in seats by Anonymous Coward · · Score: 2, Insightful

    "Can We Create Fun Games Automatically?"

    Sure if you want a boring game. So lets see what are the common aspects that help a game along and can an AI game writing system create the environment that usually aids in creating a good game?

    Here is what is required based on the one truth mentioned in the story regarding 'easy to play hard to master' I will use online FPS games as the example because that is mostly where my head is at. But my comments also apply to most other games and for single player with a little tweaking.

    The basics of play should be simple, allowing some success even with the basic weapons and basic movement skills. This is very important. To win requires to master both weapons and movements. For other games it is less acquired but allows advancing to a degree and not a dead stop in the game. Avoid at all costs where it requires going back significantly in order to acquire what is needed. Fortunately fps games rarely require this even in single player unless it is a long level and it must be started from the beginning. This is greatly assisted and avoided if saved games has a variable rollback feature.

    Along with this, is the ability to replay a segment where you see your mistakes and even have them pointed out to you by the game visually or spoken. ie: You missed an item(s). You should have used this weapon for that distance or situation etc. Live tip manual system of sorts.

    The environment must supply a few rudimentary visual and emotional rewards. In other words. There must be a certain level of eye candy that attracts the attention of the player. Actions of the player generate some reward such as a visual or sound and object reward beyond simple item reward. This should be removable for the skilled player. IE: Player ability to remove fancy explosions that affect frame rates and dial down sound effects that can be annoying over time.

    Direct player to player interactions. The more a player can interact with friends the better. This includes such things as a text or voice channel. It is important in a game to be able to express your and hear the emotions of others.

    Puzzles should be scalable and non linear. Basically to be able to set level of difficulty and with multiple outcomes and solutions. Do I need to explain why? Replay value is one reason.
    Optional: A system that matches up equally skilled players and or a handicap system.

    Interesting immersive world. This is the creative component that no machine can generate and why we still require real coders and artists bums in seats. So many games these days do not offer enough variation from game version to version. I am convinced this is due to a creative decision to keep a familiarity and not simply lack of creativity. There is room to maintain a series and still vary the content for the hardcore audience. After all, the only reason you do this is because of the repeat customer and certainly not for the new blood. For example: BF2142 did not fail, but it was also not a huge hit, simply because it was significantly buggy as to limit it's appeal, especially for the repeat customer. So a conclusion can be drawn that familiarity is not the be all, end all. The internet factor killed off the game after initial sales as word spread of major unfixed bugs after each patch. Call it the frustration factor.

    The frustration factor. This is a big issue for any player. The cause is varied. I mentioned bugs that are game killers. From crashes to unexpected problems that prevent proper completion of some task or level segment. It goes well into the required skill to complete an action or solve a puzzle as well. Testers with various skill sets must be used before the game is released to avoid these issues. Beta testers tend to be in house and are to familiar or just as bad, drawn from the trusted experts in the gaming communities. The cause and effect is to many knowledge based problems ocurr that turn off the beginner. It is like writing a document and not including the acronym definitions properly or not at

  43. Creating Games by David_Hart · · Score: 1

    Yes... Kids do it all the time...

    Oh.. you meant computer games...

    David

  44. Re:ATTN: SWITCHEURS by Anonymous Coward · · Score: 0

    Redhat has 3 nerds.

    And they're lvl8 blood elves.

  45. Good luck using Google without Internet access by tepples · · Score: 1

    Grandparent's point was that common Linux distributions includes a PDF viewer on the disc. This means you don't have to Google it. And if you live in the country, it also means you don't have to keep the phone line occupied for an hour for a 16 MB download or drive an hour round trip to an Internet cafe that has broadband.

    1. Re:Good luck using Google without Internet access by Anonymous Coward · · Score: 0

      move out of the sticks, son

    2. Re:Good luck using Google without Internet access by tepples · · Score: 1

      Context: an article about automatically tuning video game difficulty, formatted for printing, and the difficulty in obtaining software to read a document formatted for printing on Windows.

      Anonymous Coward wrote:

      move out of the sticks, son

      If everyone did that, who would make what you eat?

  46. Defining trickiness by Twinbee · · Score: 2, Interesting

    Fun for me in games usually means there's always something to do or press. The old 2D games were more like this, but a large reason why I hate modern 3D games, is that there's often lots of sprawling around without really doing much (partially related to the 3D world, but it can be solved with difficulty).

    I like the idea of how the article mentions that the algorithm biases towards games which can't just be won randomly. The board game is Go is the ultimate example of this I guess, where there are many *levels* of mastery.

    But one has to be careful with this approach. If in a 3D game there's a small opening in (say) a castle wall, and miles around of plain grass, it's pretty easy to solve for a human player, despite the huge searchscape and 'narrow' solution that a computer would find tricky (which would apparently potentially rate as a good 'puzzle').

    At the very least, developing models for other human factors such as reaction time, subtlety of graphic elements, and the challenge of pressing certain key combinations, would also be needed before final game automation could be achieved.

    --
    Why OpalCalc is the best Windows calc
    1. Re:Defining trickiness by theazreal · · Score: 1

      I dare you to try and win with random moves even on a 9 by 9 Go board and a four handicap. Even an uncertain 20k player will swamp your randomized moves every time. There are indeed many levels of mastery to Go, but the game has nothing to do with random moves. :)

  47. if it was that easy by juenger1701 · · Score: 2, Insightful

    90% of games that came out wouldn't suck

    juenger1701

  48. OT: PDF format by sgtrock · · Score: 1

    (why oh why by the way is PDF proprietary format ANY better than Microsoft's proprietary format ?)

    Because it's not proprietary?

  49. Orly? by FTWinston · · Score: 1

    Oh come on. Its an article about a novel nested evolutionary algorithm, not about game design...

  50. in other words by hellfire · · Score: 1

    "Easy to learn, hard to master."

    This falls under that umbrella. You're basically rewording this mantra in a more complex form.

    --

    "All great wisdom is contained in .signature files"

  51. Am I the only one by FTWinston · · Score: 1

    that gets the impression that the innovative fitness function of the GA was the point of this article, and not the pac man games?

    If the pac games were teh point, surely the author would have made "the best" of them available to play online? Really, programming this GA setup was almost certainly a lot more complicated than programming a simplified pac man clone.

  52. A little less on the politics please by hellfire · · Score: 1

    Okay you threw politics in the beginning and made a good point. Then you severely detracted from your argument by throwing in the stimulus package and your opinion that it will suck and that it's not imaginative.

    I'm not going to argue that point with you, because this is off topic, but in terms of making your point, in the future, try not to apply so much politics to a post that has nothing to do with it, and don't end a perfectly good post about creativity with a political opinion.

    --

    "All great wisdom is contained in .signature files"

  53. You know what is a good game? by sesshomaru · · Score: 1

    K. C. Munchkin!, that's a good game:

    http://www.gamespy.com/articles/488/488692p1.html

    --
    "MIT betrayed all of its basic principles."
  54. Slashdot... the game! by TravisO · · Score: 2, Funny

    I propose an interactive website that posts a bunch of text, then people can create an account and add other bits of text to it. Some people will find those new bits so interesting or so ugly they will add more bits of text. Then people who posts lots of text will get credits that they can spend to hide other people's text that they don't like.

    Then we'll pretend it's all factual and news and call it Slashdot!

  55. This was attempted in a Shmup by Sigma+7 · · Score: 2, Interesting

    Evolution SHMUP: http://www.kloonigames.com/blog/games/evolution-shmup

    This was an experimental game, where the theory was to see how long a player would remain in a given game - as people continued playing, the system adapted gradually in order to maximize the fun value (in this case, the amount of time spent on a single game.)

    This experiment has a smaller search space than the article, but isn't generating any "successful" games. This may be caused by the environment(i.e. the evolution scope is too narrow and thus isn't generating a variety of enemies), but the same problem can easily apply to the article in question.

    1. Re:This was attempted in a Shmup by jtogel · · Score: 1

      Hey, really cool, I didn't know about this! True, the games weren't any fun to play, but it's a nice experiment.

      One major difference is of course that the evolution shmup is an example of interactive evolution: the human is used as a fitness function. Instead, we use another evolutionary algorithm as fitness function.

  56. I like how people are harshing this by Chronus · · Score: 1

    People haven't even played the games that could be generated with this theory and they're already harshing on the technique.

    I hope you guys hate fractals and Amazon.com recommendation lists as well. Nothing cool is ever generated procedurally and there is certainly /NO/ creativity involved in initially making these procedures. At all. Really.

    --
    And this long long speach comes to one point... That-- OOOO! QUARTER!
  57. It's a bit like "automatic generation of programs" by pamar · · Score: 1

    I.e. not really likely, in my opinion.

    At best I think it could be interesting to use automated tools to verify that a ruleset can cover corner cases (by randomly or semi-sistematically try a large number of strategies) and or to help balance things, i.e., again, "playing" an enormous number of games to see if some resource/piece/characteristics is too costly or too cheap for the effect it has on the rest of the game.

    In other words, automated playtesting. Which may still be near to impossible, but would benefit the gaming authors without devaluating their creativity and skill.

  58. WOPR is Born! by Tablizer · · Score: 1

    Nuf Sed

  59. If you want a fun game... by Anonymous Coward · · Score: 0

    Don't let Raph Koster have anything to do with the design. Ref: Ultima Online and Star Wars Galaxies

  60. Raph? Fun? What? by jyurkiw · · Score: 1

    I have to laugh every time I see something put the words 'fun', 'game', and 'Raph Koster' into a sentence together. After Starwars Galaxies I have to wonder about him. If that game was seriously his idea of 'fun' I don't think I'd ever go to his house for lunch or anything lest I end up on the menu...

  61. Popcrack by Fifth+Earth · · Score: 1

    I think Popcap has being doing this for years. I mean, nearly all their games are just variations on, "make a group of three or more objects of the same color", endlessly iterated with some peripheral rules into the most addictive configurations. Throw in a random aesthetic theme and some cheerful sound effects and watch the money roll in.

  62. Re:ATTN: SWITCHEURS by cluke · · Score: 1

    This troll always amuses me when I see it. The idea that an OS evangelist WOULDN'T EVEN WANT their OS to be popular. I guess it's like the people who were into bands "before they were famous".

  63. Lame Idea!!! We still need good old fashion humans by Will+M+Smith · · Score: 1

    With all due respect I think this is a lame idea. The input of human creativity is what will make a game stand out. A machine will spit out random garbage as it does in article spinners.