Abstract
We continue our study of chess-like games defined as the class of Simplified Boardgames. We present an algorithm generating natural language descriptions of piece movements that can be used as a tool not only for explaining them to human players, but also for the task of procedural game generation using an evolutionary approach. We test our algorithm on some existing human-made and procedurally generated chess-like games.
J. Kowalski—Supported in part by the National Science Centre, Poland under project number 2014/13/N/ST6/01817.
A. Kisielewicz—Supported in part by the National Science Centre, Poland under project number 2015/17/B/ST6/01893.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsNotes
- 1.
For brevity, we use “he” and “his” whenever “he or she” and “his or her” are meant.
References
Shaker, N., Togelius, J., Nelson, M.: Procedural Content Generation in Games: A Textbook and an Overview of Current Research. Springer, New York (2016). https://doi.org/10.1007/978-3-319-42716-4
Nelson, M.J., Mateas, M.: Towards automated game design. In: Basili, R., Pazienza, M.T. (eds.) AI*IA 2007. LNCS, vol. 4733, pp. 626–637. Springer, Heidelberg (2007). https://doi.org/10.1007/978-3-540-74782-6_54
Togelius, J., Nelson, M.J., Liapis, A.: Characteristics of generatable games. In: FDG Workshop on Procedural Content Generation, FDG (2014)
Zook, A., Riedl, M.O.: Automatic game design via mechanic generation. In: AAAI Conference on Artificial Intelligence, AAAI, pp. 530–537 (2014)
Pell, B.: METAGAME: a new challenge for games and learning. In: Heuristic Programming in Artificial Intelligence: The Third Computer Olympiad, Ellis Horwood (1992)
Browne, C., Maire, F.: Evolutionary game design. IEEE Trans. Comput. Intell. AI Games 2, 1–16 (2010)
Font, J., Mahlmann, T., Manrique, D., Togelius, J.: Towards the automatic generation of card games through grammar-guided genetic programming. In: International Conference on the Foundations of Digital Games, FDG, pp. 360–363 (2013)
Togelius, J., Schmidhuber, J.: An experiment in automatic game design. In: IEEE Symposium on Computational Intelligence and Games, pp. 111–118. IEEE (2008)
Cook, M., Colton, S.: Multi-faceted evolution of simple arcade games. In: IEEE Conference on Computational Intelligence and Games, pp. 289–296. IEEE (2011)
Perez, D., Samothrakis, S., Togelius, J., Schaul, T., Lucas, S.M.: General video game AI: competition, challenges and opportunities. In: AAAI Conference on Artificial Intelligence, AAAI, pp. 4335–4337 (2016)
Nielsen, T.S., Barros, G.A.B., Togelius, J., Nelson, M.J.: Towards generating arcade game rules with VGDL. In: IEEE Conference on Computational Intelligence and Games, pp. 185–192. IEEE (2015)
Genesereth, M., Thielscher, M.: General Game Playing. Morgan & Claypool, San Rafael (2014)
Wikipedia: Fairy chess piece, January 2017. https://en.wikipedia.org/wiki/Fairy_chess_piece
Dickins, A.: A Guide to Fairy Chess. Dover, Mineola (1971)
Kowalski, J., Sutowicz, J., Szykuła, M.: Simplified boardgames. arXiv:1606.02645 [cs.AI] (2016)
Kowalski, J., Szykuła, M.: Procedural content generation for GDL descriptions of simplified boardgames. arXiv:1108.1494 [cs.AI] (2015)
Kowalski, J., Szykuła, M.: Evolving chess-like games using relative algorithm performance profiles. In: Squillero, G., Burelli, P. (eds.) EvoApplications 2016. LNCS, vol. 9597, pp. 574–589. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-31204-0_37
Björnsson, Y.: Learning rules of simplified boardgames by observing. In: European Conference on Artificial Intelligence, FAIA, vol. 242, pp. 175–180 (2012)
Kowalski, J., Kisielewicz, A.: Testing general game players against a simplified boardgames player using temporal-difference learning. In: IEEE Congress on Evolutionary Computation, pp. 1466–1473. IEEE (2015)
Nielsen, T.S., Barros, G.A.B., Togelius, J., Nelson, M.J.: General video game evaluation using relative algorithm performance profiles. In: Mora, A.M., Squillero, G. (eds.) EvoApplications 2015. LNCS, vol. 9028, pp. 369–380. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-16549-3_30
Pell, B.: METAGAME in symmetric chess-like games. In: Heuristic Programming in Artificial Intelligence: The Third Computer Olympiad, Ellis Horwood (1992)
Duniho, F.: The chess variant pages (2016). http://www.chessvariants.org/
Wikipedia: Chess with different armies, January 2017. https://en.wikipedia.org/wiki/Chess_with_different_armies
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer International Publishing AG
About this paper
Cite this paper
Kowalski, J., Żarczyński, Ł., Kisielewicz, A. (2017). Evaluating Chess-Like Games Using Generated Natural Language Descriptions. In: Winands, M., van den Herik, H., Kosters, W. (eds) Advances in Computer Games. ACG 2017. Lecture Notes in Computer Science(), vol 10664. Springer, Cham. https://doi.org/10.1007/978-3-319-71649-7_11
Download citation
DOI: https://doi.org/10.1007/978-3-319-71649-7_11
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-71648-0
Online ISBN: 978-3-319-71649-7
eBook Packages: Computer ScienceComputer Science (R0)