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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."

45 of 198 comments (clear)

  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 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.

    5. 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.

    6. 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.

    7. 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.....

    8. 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...

    9. 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
    10. 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.
    11. 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.

  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. 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.
  4. 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 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).

    3. 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.

    4. 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)
  5. 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.

  6. 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 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.)

  7. 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.

  8. 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
  9. 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
  10. 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
  11. 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.
  12. 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.

  13. 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!

  14. 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.

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

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

  16. 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"

  17. 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.

  18. 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

  19. 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
  20. if it was that easy by juenger1701 · · Score: 2, Insightful

    90% of games that came out wouldn't suck

    juenger1701

  21. 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!

  22. 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.