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Summary of Gavel: Generating Games Via Evolution and Language Models, by Graham Todd et al.


GAVEL: Generating Games Via Evolution and Language Models

by Graham Todd, Alexander Padula, Matthew Stephenson, Éric Piette, Dennis J.N.J. Soemers, Julian Togelius

First submitted to arxiv on: 12 Jul 2024

Categories

  • Main: Artificial Intelligence (cs.AI)
  • Secondary: None

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GrooveSquid.com Paper Summaries

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Summary difficulty Written by Summary
High Paper authors High Difficulty Summary
Read the original abstract here
Medium GrooveSquid.com (original content) Medium Difficulty Summary
The paper explores automatic game generation, focusing on the Ludii game description language, which represents over 1000 board games. The authors draw inspiration from large language models and evolutionary computation to train a model that generates novel and interesting games by intelligently mutating and recombining rules and mechanics expressed as code. The approach demonstrates both quantitative and qualitative results, showing its ability to generate new and innovative games in regions of the potential rules space not covered by existing Ludii dataset games.
Low GrooveSquid.com (original content) Low Difficulty Summary
Automated game generation is a tough task! The challenge is to create new and interesting games while making sure they follow certain rules. Researchers have tried before, but mostly with limited rule representations and special tricks for specific types of games. This paper takes a different approach by using a big language model and some clever evolutionary techniques to generate games in the Ludii game description language. The result is a program that can create new and exciting games, including ones that don’t exist in the dataset! You can even play some of these generated games online.

Keywords

» Artificial intelligence  » Language model