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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."

24 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: 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.

    2. 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.

    3. 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.

    4. 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...

    5. 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.
    6. 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 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 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.

  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
  11. 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.

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

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

  13. 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.