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."
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...
Can We Create Fun Games Automatically?
Sure we can, depending on your definition of the words 'Fun', 'Game' and 'Automatically'.
:P
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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.
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
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).
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
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.
Automatically? Most game dev studios can't even make fun games manually!