AtDELFI: Automatically designing legible, full instructions for games

Michael Cerny Green, Ahmed Khalifa, Gabriella A.B. Barros, Tiago Machado, Andrew Nealen, Julian Togelius

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Abstract

    This paper introduces a fully automatic method for generating video game tutorials. The AtDELFI system (Automatically DEsigning Legible, Full Instructions for games) was created to investigate procedural generation of instructions that teach players how to play video games. We present a representation of game rules and mechanics using a graph system as well as a tutorial generation method that uses said graph representation. We demonstrate the concept by testing it on games within the General Video Game Artificial Intelligence (GVG-AI) framework; the paper discusses tutorials generated for eight different games. Our findings suggest that a graph representation scheme works well for simple arcade style games such as Space Invaders and Pacman, but it appears that tutorials for more complex games might require higher-level understanding of the game than just single mechanics.

    Original languageEnglish (US)
    Title of host publicationProceedings of the 13th International Conference on the Foundations of Digital Games, FDG 2018
    EditorsSebastian Deterding, Mitu Khandaker, Sebastian Risi, Jose Font, Steve Dahlskog, Christoph Salge, Carl Magnus Olsson
    PublisherAssociation for Computing Machinery
    ISBN (Electronic)9781450365710
    DOIs
    StatePublished - Aug 7 2018
    Event13th International Conference on the Foundations of Digital Games, FDG 2018 - Malmo, Sweden
    Duration: Aug 7 2018Aug 10 2018

    Other

    Other13th International Conference on the Foundations of Digital Games, FDG 2018
    CountrySweden
    CityMalmo
    Period8/7/188/10/18

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    Keywords

    • Artificial intelligence
    • Procedural content generation
    • Tutorial
    • Video game

    ASJC Scopus subject areas

    • Human-Computer Interaction
    • Computer Networks and Communications
    • Computer Vision and Pattern Recognition
    • Software

    Cite this

    Green, M. C., Khalifa, A., Barros, G. A. B., Machado, T., Nealen, A., & Togelius, J. (2018). AtDELFI: Automatically designing legible, full instructions for games. In S. Deterding, M. Khandaker, S. Risi, J. Font, S. Dahlskog, C. Salge, & C. M. Olsson (Eds.), Proceedings of the 13th International Conference on the Foundations of Digital Games, FDG 2018 [17] Association for Computing Machinery. https://doi.org/10.1145/3235765.3235790