Deceptive Level Generation for Angry Birds

06/03/2021
by   Chathura Gamage, et al.
0

The Angry Birds AI competition has been held over many years to encourage the development of AI agents that can play Angry Birds game levels better than human players. Many different agents with various approaches have been employed over the competition's lifetime to solve this task. Even though the performance of these agents has increased significantly over the past few years, they still show major drawbacks in playing deceptive levels. This is because most of the current agents try to identify the best next shot rather than planning an effective sequence of shots. In order to encourage advancements in such agents, we present an automated methodology to generate deceptive game levels for Angry Birds. Even though there are many existing content generators for Angry Birds, they do not focus on generating deceptive levels. In this paper, we propose a procedure to generate deceptive levels for six deception categories that can fool the state-of-the-art Angry Birds playing AI agents. Our results show that generated deceptive levels exhibit similar characteristics of human-created deceptive levels. Additionally, we define metrics to measure the stability, solvability, and degree of deception of the generated levels.

READ FULL TEXT

page 2

page 7

research
05/30/2019

Using Restart Heuristics to Improve Agent Performance in Angry Birds

Over the past few years the Angry Birds AI competition has been held in ...
research
03/14/2018

The 2017 AIBIRDS Competition

This paper presents an overview of the sixth AIBIRDS competition, held a...
research
03/28/2023

ChatGPT4PCG Competition: Character-like Level Generation for Science Birds

This paper presents the first ChatGPT4PCG Competition at the 2023 IEEE C...
research
09/11/2022

Keke AI Competition: Solving puzzle levels in a dynamically changing mechanic space

The Keke AI Competition introduces an artificial agent competition for t...
research
05/07/2020

Playing Minecraft with Behavioural Cloning

MineRL 2019 competition challenged participants to train sample-efficien...
research
05/19/2022

A Novel Weighted Ensemble Learning Based Agent for the Werewolf Game

Werewolf is a popular party game throughout the world, and research on i...
research
05/15/2020

Finding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-Error

Methods for dynamic difficulty adjustment allow games to be tailored to ...

Please sign up or login with your details

Forgot password? Click here to reset