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AI System Invents New Card Games (For Humans)

jtogel writes "This New Scientist article describes our AI system that automatically generates card games. The article contains a description of a playable card game generated by our system. But card games are just the beginning... The card game generator is a part of a larger project to automatise all of game development using artificial intelligence methods — we're also working on level generation for a variety of different games, and on rule generation for simple arcade-like games."

27 of 112 comments (clear)

  1. Good luck with that by gweihir · · Score: 5, Insightful

    Creating games or levels is pretty simple (well, relatively speaking) in comparison to making them fun. Bu the myriad of bad games out there, I would say that making good games or levels is something not even natural intelligence masters routinely. It is bound to fail trying to do it with AI. Nonetheless a nice research benchmark. But please stop trying to imply real-world usability where there is none. It is unethical and unprofessional.

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    1. Re:Good luck with that by rolfwind · · Score: 2, Insightful

      TBH, I don't think we even play the best games out there routinely - at least for board games. Monopoly, for instance, is a really shitty game with everything in favor of the guy who lands on good properties and then drags on forever. But it's one of those board games nearly every family has in their closet.

    2. Re:Good luck with that by phantomfive · · Score: 3, Insightful

      But please stop trying to imply real-world usability where there is none. It is unethical and unprofessional.

      But it keeps the grant money coming.

      What they've created is a method for representing card games symbolically (probably the hardest part of the project). Then they searched through many permutations of games, and keeping the ones that pass an acceptance criteria. It's AI the same way Prolog is AI.

      Or depth first search. Is depth first search AI? Does an A* search make a machine intelligence? We need a new tag, SearchIsNotAI or something.

      --
      "First they came for the slanderers and i said nothing."
    3. Re:Good luck with that by phantomfive · · Score: 2

      Monopoly is popular because it has multiple chances for entertainment. You're making money, watching it all go down, landing in jail, etc. Good games aren't necessarily fair, but they do need to be entertaining.

      --
      "First they came for the slanderers and i said nothing."
    4. Re:Good luck with that by jtogel · · Score: 3, Interesting

      It's not "blind" search like Prolog, or even depth-first search. It's objective driven search using artificial evolution. Actually, almost all successful AI uses search in a prominent role.

    5. Re:Good luck with that by mwvdlee · · Score: 3, Insightful

      The game mechanic itself isn't. The human interaction that arises out of the game mechanics is.
      Most of the fun in board games is about having a shared experience; a context to talk about.
      Buying and selling streets and houses is boring. Continuously calculating and counting money is tedious. Making jokes about it is fun.

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    6. Re:Good luck with that by Anonymous Coward · · Score: 2, Interesting

      Interestingly, Monopoly is a lot better when you play with the auction rule that everyone ignores. The official rules also include a couple of altered games with fixed time limits, to prevent the dragging-on that occurs when you omit the auction rule.

    7. Re:Good luck with that by MorePower · · Score: 3, Informative

      Monopoly apologists always drag out the "its so much better if you use the 'auction property if it isn't bought' rule". I've never seen a situation where it matters, everyone always buys every single property that they land on. Every single time. Occasionally someone will be a little short on cash (from buying tons of property already) and there's a little bit of "should I really mortgage stuff to buy this property?" But they always do it, nobody ever leaves property unbought.

    8. Re:Good luck with that by loneDreamer · · Score: 3, Interesting

      It's AI the same way Prolog is AI. ... SearchIsNotAI or something.

      HUH? You definitely lost me there. First, Prolog is a computer language more than any kind of algorithm, just one more declarative and suited for logic. Definitely a lot of AI has been coded in Prolog.

      Second, how is search not AI??? Almost any AI algorithm I can think of is a search problem. Chess (or other games) AI is nothing else than a search for a close to optimal set of moves (based on a scoring function). SLAM and Path-finding in general is also a search. Watson performs a search for potential documents matching the query. Classifiers search for an optimal decision boundary to divide the data. Clustering searches for a stable configuration of centroids (for example). Object recognition searches for matches that maximize the likelihood between object... etcetera, etcetera, etcetera. I mean, almost any algorithm that I have been teach in Machine Learning and Robotics has been introduced as a search problem!

    9. Re:Good luck with that by lorinc · · Score: 2

      As far as I can tell, "AI" has succeeded only in keeping the same name after endless redefinitions resulting from it's numerous failures.

      Your blind faith in AI seems to indicate that you're either hopelessly misguided or one of those singularity nuts.

      Absolutely not. The improvement in fields that were said to be impossible for AI are just astonishing, and I am among the first surprised by such successes. Let's state it clear: computing power is increasing, theoretical models are improving, practical implementations are getting more efficient. So yeah, basically Turing was right, we are just impressively capable computers and nothing more.

      Around 5 or 6 years ago, there were some image classification benchmarks that were incredibly tough and said to be almost impossible to solve with a machine, with very low accuracies. Were are we now? Well the improvements have been far better than expected. Far better than I expected, to be honest. In some sense I would have loved if it didn't, since the pressure of this ever growing progress is stressful to my students and complicates the publication of novel ideas. But basically, yeah, it is improving a lot. It is science, it just works.

      You could argue computer vision is not AI, but it is. Everything that allows a computer to make a statement that you thought was only possible by a human is AI.

      Again, I am not interested in the the colorful stories about consciousness or whatever. What I'm saying is that there is basically no task that a computer will not be able to perform in the long run. Get over it, we are all replaceable by machines. Engineers, researchers, artists, name what you want, it is only a question of time and not of possibility.

  2. Automate all game development? by Megahard · · Score: 4, Funny

    Shall we play Global Thermonuclear War?

    --
    I eat only the real part of complex carbohydrates.
    1. Re:Automate all game development? by 91degrees · · Score: 3, Insightful

      That's a strange game. The only winning move is not to play.

      How about a nice game of chess?

    2. Re:Automate all game development? by nabsltd · · Score: 2

      Shall we play Global Thermonuclear War?

      Sure, I love that game.

      OK, so it's not what you were referencing, but it is a card game, and the name is close, and it is quite fun. And, it's probably not the sort of game that an AI could come up with.

  3. The rules from the TFA ... by TrollstonButtersbean · · Score: 5, Funny

    Each player gets six cards, except for the player on the dealer's right, who gets seven. .. Two jacks are a "half-fizzbin". If you have a half-fizzbin: a third jack is a "shralk" and results in disqualification. One wants a king and a deuce, except at night ...when one wants a queen and a four. The second card is turned up, except on Tuesdays.

    1. Re:The rules from the TFA ... by Aonghus142000 · · Score: 2

      Wow, it sounds like a simplified form of Cripple Mr. Onion.

  4. Ah Programmers... by aaronb1138 · · Score: 4, Funny

    Programmers make me laugh hysterically sometimes. Seriously, when in the history of man has an entire portion of an industry been dedicated to the following two goals:
    1) Obsolescence of all current vocational knowledge in their field on 5-15 year scales.

    2) The ultimate goal of their work is the removal of their job position from the market (the singularity which can hack in C).

    1. Re:Ah Programmers... by fuzzyfuzzyfungus · · Score: 3, Insightful

      Arguably, at least some branches of science and medicine have some major overlaps(though the timescale tends to be longer because reality is stubborn and complex, and just gets worse the deeper you go).

      Major credit accrues to those who develop new models that render the old ones obsolete or deeply incomplete, and discover new phenomena that require a course of study distinct from the old ones.

      And, while there isn't any major risk of them succeeding themselves out of business, Team Epidemiology is always trying to wipe out one pathogen or another. It doesn't have quite the same finality as 'the singularity'; but that's mostly because they are chasing a bunch of moving targets.

    2. Re:Ah Programmers... by gweihir · · Score: 2

      Believe me, when you look at what programmers routinely generate, there is no risk of them becoming obsolete anytime soon (unless those that pay them recognize the scam and either go non-computer again or hire those few that are actually good at it). Most code is so bad that you should actually throw it away before it makes it into production. Most other code will have to be replaced in a few years. When you find something that it really good, it very often is old and whoever write it did just happen to understand portability and simplicity. (Some of the current GNU tools sources have not been changed for more than 10 years.)

      The underlying problem is that most programmers do not even understand coding. They often can program barely in one language. To be good, they would have to understand architecture, design, coding (in a number of languages and paradigms) and the business model of the client. Not many manage that. But everything less is really just a waste of money and time. You really need the "surgical team" Brooks describes. It has something like 3 engineers and 4 helpers and that is it. It is not possible to get more efficient, larger teams are always far, far less efficient and often not even effective at all. And these small teams need the best available (and of course compensate them adequately.)

      For an accurate description of the pathetic state "programming" is in today, also refer to http://www.codinghorror.com/blog/2010/02/the-nonprogramming-programmer.html It may sound unbelievable, but is spot-on. I have seen this time and again when doing code and interface reviews in critical projects of large organizations. And this does not even address questions of architecture and design that are absolutely critical for any larger project.

      --
      Most ACs are not even worth the keystrokes to insult them. Be generically insulted by this and ignored otherwise.
    3. Re:Ah Programmers... by VortexCortex · · Score: 2

      Programmers make me laugh hysterically sometimes. Seriously, when in the history of man has an entire portion of an industry been dedicated to the following two goals: 1) Obsolescence of all current vocational knowledge in their field on 5-15 year scales. 2) The ultimate goal of their work is the removal of their job position from the market (the singularity which can hack in C).

      OK. I'll bite:

      0) Machine Intelligence systems are great for helping humans -- Luxury car break controls for when your attention is lacking, Segues, for when your balance is lacking, Self driving car for when you need to take a nap on that long drive, Automatic terrain creation so you don't have to piddle with setting each stone and tree, you can just generate a bunch of settings until you find a cool one, then sculpt the land a bit more way you like to add more visual interests afterwards, Which is how RL stuff is made anyhow -- the universe is an automated environment generation system for you to build your stuff atop -- Imagine placing each molecule of a building manually! Doing this for game rules too is an obvious iteration.

      1) There will always need to be someone in charge at some higher level to direct the automated systems, from traffic lights, to power grids, to AI game designing systems. Who do you hire? The guy who just learned how to use the system? Or the guy who can manage it AND FIX IT if need be?

      You damn Absolutists make me laugh. Herp, It's got to be one side of the false dichotomy or the other, Derp!

      Furthermore:
      2) I've got so many other things to do, I'm glad when the job is OVER! There doesn't have to be and endless stream of work for any given task, that's asinine! No one wants to be stuck doing the same thing forever. Even sex gets boring if that's all you do! ( This has happened thrice: Eventually she'll be fantasizing about romance novel scenarios and you'll be wanting to play with hardware and complex pulley systems before too long -- Just hope the novels she likes are sci-fi: "Honey look, my cock has a vibrating slithering Tentacle attachment!"). So, yeah, laugh all you want sucker. I'll be automating my tasks as much as possible, and then when it's a SOLVED problem that any idiot (with a tentacle dick strap on) can do, then I move on to more adventurous Problems.

      I could have a hundred clones and we'd never be out of work, even if one of the tasks is to create a hundred more clones to help! Enjoy your monotony, moron.

  5. Machine learning game strategies by clam666 · · Score: 4, Interesting

    On a tangentally related idea, we're working on a project of machine learning to take games and the rules of play, then derive strategy based on the rules.

    Nothing particularly new, except we don't define what winning is, just the rules of the game. No hint is given to what constitutes good play, or even what "playing" is. Although it is a very slow process depending on game complexity (learning can take weeks and sometimes months of processing time), it requires no real programming effort, beause we don't have to know what "good" play is or some series of algorithms; it produces better and better tactics and strategies of play during the learning process, by experimenting with the rules, how to play, and such.

    What's cool about this, is that you can watch it teaching itself different strategies and tactics. Some of the "tactics" it creates are many times counter intuitive or plain bizarre, but based on the overall strategies it develops, allows for some really different playing experiences as it doesn't follow human game logic based on experience with "similar" games or "intuition".

    --
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    1. Re:Machine learning game strategies by clam666 · · Score: 4, Interesting

      Let me clarify that, as that statement was misleading.

      We don't program what winning is as any function of the strategy. The system comes up with several strategies, which all play against each other. At the end of a series of competitions, a strategy is told "Hey, you played against a bunch of different people, you won more than the rest. We don't define what winning is, how it won, or even what winning is, we just tell the system that strategy 1532 was the best. The system knows what strategies work better than others, so it can learn what methods are more successful. The system doesn't know why it won, just that when it made certain decisions it won more often. We don't even tell it on each game, we tell it after an aggregation of multiple competitions how it did. By comparing all the strategies it tried, then it develops better and more complex ways to win (which we didn't tell it how to do).

      Even more interesting is when it comes up with what is considered doctrinal tactics that humans have arrived at to win as well (or statistically increase the chances of such) although no such logic was included in the programming.

      The benefit to this is that although it takes a LONG time to develop "good" strategies, it comes up with completely unique and novel approaches to winning, even though it doesn't know how exactly it won, only that its strategy wins more than everyone else.

      The benefit to us is we just tell it the game rules, we don't have to come up with any specific playing algorithm, the learning system figures that out. We just tell it the rules, whether they are concrete like in chess (bishops move diagonally, pawns move one, or start with two, etc) or variable rules based on other complexity factors. Whether its poker or chess or military tactics, the systems job is to come up with the strategy. How good or complex that strategy is allowed to be, is a function of how much processing time we want to give the system to learn the best way to win.

      --
      I'm a satanic clam.
    2. Re: Machine learning game strategies by clam666 · · Score: 5, Interesting

      We use several forms of evolutionary programming in several sections of the learning systems' areas.

      There are hybridized genetic algorithms in the portions involving the strategy blending evolution system, which does a few different forms of strategy selection pressure and evolution controls, which is critical due to training time to not cause premature convergence or genetic instability.

      Additionally, we introduce additonal factors such a genetic drift and migration so that out competing strategies can evolve independently as the explore the strategy plane.

      There are macro level evolution techniques to handle the complexity growth of the strategy species, so that the complexity can be altered depending on how "advanced" the system needs to be. In a simple sense of a turn based game, it would equate to the number of plies or analysis depth you would go. For more complex multiobjective systems, like military tactics involving minimizing casualties, civilian losses, maximizing kill or capture of enemy units, minimizing structural damage to infrastructure, etc., then it modifies the strategy complexity. For example, you could send eveyone with guns to kill everyone, or you could parallel it on intelligence gathering with drone units to direct fire, long range snipers or diversionary tactics, or factoring logistical support costs.

      A lot of the core work is maximizing the efficiency of the evolutionary strategies, as they are the biggest fator in learning time. It's really easy to write inefficient logic that ends up taking much longer to arrive at good solutions without getting lost due to too much noise or oscillation in the system.

      Another method that is used is a version of PSO, which is used to optimize subsections of the strategy (depending on what we are trying to find a solution to) that further get to optimal solutions.

      So a lot of bachelors level CS is used. Although a lot of customization has been done, the benefit is it uses a lot of basic concepts, and utilized processing power rather than trying to algorithmically come up with solutions. Also, it can be continuously adaptable so it adjusts to situational changes. The strategy isn't locked, it can be reacts based on changes to frontier so to speak. If your opponent changes what they're doing, or doing something new, it can adjust itself to that.

      --
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    3. Re:Machine learning game strategies by clam666 · · Score: 4, Interesting

      Portions of it were influenced on a couple of works done.

      Chellapilla and Fogel's 2001 work on Anaconda which built a completely evolved checkers program, which did similar techniques at the broad level. The checkers playing strategies in their case were building neural networks which regulated play. Our similarities are in the way that the strategies evolved and that no game specific knowledge was needed, other than movement rules and an aggregation of strategy fitness across competition rather than individual competition values,

      Other techniques are in Kewley and Embrechts 2002 work on military strategy which was interesting in that the evolved strategies were good military strategy (with emergent doctrinal tactics) which beat military experts strategies in a simulation, in additional to beating it's own strategy when military experts modified it. This also used evolutionary concepts to evolve its solutions.

      Unfortunately I can't divulge our own specific information above and beyond what I've discussed, but we certainly have been influenced by previous work on the subject, and made a few new additions to it in our own work.

      --
      I'm a satanic clam.
  6. The Past, also: by fuzzyfuzzyfungus · · Score: 4, Interesting

    I see MMO expansions someday taking this route to expedite content generation. Players complain there's not enough content? Drag and drop your quest generator with a bit of human tweaking and you're good to go. I'm sure some of the systems in Eve were generated partly through random generation.

    It turns out that procedural generation is conceptually pretty easy; but making it good is much harder. Early videogames(from the era where memory and storage constraints were Serious Business) and demoscene stuff(where the constraints are wholly artificial; but that's the point of the exercise) are pretty much forced to rely on it heavily because they simply didn't have the option of storing canned content.

    Today, though, you see games with substantially greater amounts of (not inexpensive) artists and designers thrown at them, and gigabytes of art assets, with hand-tweaking especially evident in places where the player is likely to look closely(eg. generic NPCs will be thrown together from parts, giving the world a varied population without requiring the art people to hand-model 10,000 different 'bandit' characters; but the risk of output that just looks a little off, or hit a few branches of the ugly tree on the way down, means that those critical NPCs that follow you around for half the game had their appearance nailed down precisely). The fact that artists are slow and expensive has created a demand for procedural generation tools, and quite a few exist(I'll just mention SpeedTree, purely because the phrase "SpeedTree for Games has been the gaming industry's premier vegetation solution since 2002" amuses me); but the problem of creating really good environments continues to be vexing enough that titles that can afford it throw a lot of humans at the problem.

    1. Re:The Past, also: by Internetuser1248 · · Score: 4, Interesting

      I don't entirely agree with this. I think the reason major development houses don't put resources into procedural content generation is lack of imagination, and fear of taking risks. Several independent software researchers have solo developed demonstration projects recently that hint at what can be achieved and how much work it takes, and in terms of programmer hours vs. artist hours it actually looks very promising, as well as in terms of actual product quality. I think the big studios just have a winning formula that is making them millions and they are afraid to step out of their comfort zone and risk trying something new.

  7. Not too impressed by m93 · · Score: 2

    It's not too difficult to conceptualize people creating a computer that can design games based upon numerical or statistical elements, such as a deck of 52 cards divided into numbers and sets. Show me a computer than can take a theme (let's say, WWII tactical), create abstract mechanics that reflect playable functionality within that theme (let's say combat rules for historically accurate factions/units/weapons) and then make it fun (Combat Commander anyone?)....well, then I will bow to our new artificial overlords.

  8. Yavalath by braindrainbahrain · · Score: 2

    There is at least one board game that was computer designed: Yavalath. Yavalath was designed algorithmically by Cameron Browne, as described in his PhD thesis "Automatic Generation and Evaluation of Recombination Games". See his publications here:

    http://www.cameronius.com/