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  1. Free, publicly-accessible full text available June 1, 2024
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    This paper introduces RL Brush, a level-editing tool for tile-based games designed for mixed-initiative co-creation. The tool uses reinforcement-learning-based models to augment manual human level-design through the addition of AI-generated suggestions. Here, we apply RL Brush to designing levels for the classic puzzle game Sokoban. We put the tool online and tested it in 39 different sessions. The results show that users using the AI suggestions stay around longer and their created levels on average are more playable and more complex than without. 
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    This paper introduces a new system to design constructive level generators by searching the space of constructive level generators defined by Marahel language. We use NSGA-II, a multi-objective optimization algorithm, to search for generators for three different problems (Binary, Zelda, and Sokoban). We restrict the represen- tation to a subset of Marahel language to push the evolution to find more efficient generators. The results show that the generated generators were able to achieve good performance on most of the fitness functions over these three problems. However, on Zelda and Sokoban they tend to depend on the initial state than modifying the map. 
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    We present a collaborative mixed-initiative system for building levels for the puzzle game “Baba is You”. Unlike previous mixed-initiative systems, Baba is Y’all is designed for collaborative asynchronous creation by multiple users over the internet. The system includes several AI-assisted features to help designers, including a level evolver and an automated player for playtesting. The level archives catalogues levels according to which mechanics are implemented and not implemented, allowing the system to ask users to design levels with specific combinations of mechanics. We describe the operation of the system and the results of small-scale informal user test, and discuss future development paths for this system as well as for collaborative mixed-initiative systems in general. 
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    This paper introduces a fully automatic method of mechanic illumination for general video game level generation. Using the Constrained MAP-Elites algorithm and the GVG-AI framework, this system generates the simplest tile based levels that contain specific sets of game mechanics and also satisfy playability constraints. We apply this method to illuminate the mechanic space for four different games in GVG-AI: Zelda, Solarfox, Plants, and RealPortals. With this system, we can generate playable levels that contain different combinations of most of the possible mechanics. These levels can later be used to populate game tutorials that teach players how to use the mechanics of the game. 
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    Deep Reinforcement Learning (DRL) has shown im- pressive performance on domains with visual inputs, in particular various games. However, the agent is usually trained on a fixed environment, e.g. a fixed number of levels. A growing mass of evidence suggests that these trained models fail to generalize to even slight variations of the environments they were trained on. This paper advances the hypothesis that the lack of generalization is partly due to the input representation, and explores how rotation, cropping and translation could increase generality. We show that a cropped, translated and rotated observation can get better generalization on unseen levels of two-dimensional arcade games from the GVGAI framework. The generality of the agents is evaluated on both human-designed and procedurally generated levels. 
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    Video game tutorials allow players to gain mastery over game skills and mechanics. To hone players’ skills, it is beneficial from practicing in environments that promote individ- ual player skill sets. However, automatically generating environ- ments which are mechanically similar to one-another is a non- trivial problem. This paper presents a level generation method for Super Mario by stitching together pre-generated “scenes” that contain specific mechanics, using mechanic-sequences from agent playthroughs as input specifications. Given a sequence of mechanics, the proposed system uses an FI-2Pop algorithm and a corpus of scenes to perform automated level authoring. The proposed system outputs levels that can be beaten using a similar mechanical sequence to the target mechanic sequence but with a different playthrough experience. We compare the proposed system to a greedy method that selects scenes that maximize the number of matched mechanics. Unlike the greedy approach, the proposed system is able to maximize the number of matched mechanics while reducing emergent mechanics using the stitching process. 
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