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Computer Program Creates Puzzle-Platform Levels On Its Own

A PhD student at Imperial College London has endowed a computer program he calls ANGELINA with the ability to create levels without any user input in this free-to-download puzzle-platform game. Game designers can sleep easily, though – their jobs are safe. For now.

A Puzzling Present tasks players with guiding Santa to the present in each simple 2D level while avoiding dangerous Christmas wreaths. The twist is that each layout is generated by ANGELINA’s genetic algorithms, which introduce random variation on a basic theme and select the best results through thousands of “generations.” This process eventually results in layouts that are reasonably difficult within the constraints of the simple game design without being impossible to complete.

ANGELINA author Michael Cook also touts his program’s ability to examine its own code and create game mechanics to make the levels solvable through a module he calls Mechanic Miner. "ANGELINA and Mechanic Miner have already demonstrated behaviour that is promising when developing creative software. For example, ANGELINA found, and took advantage of, a bug in a game that I wrote – something we see human gamers do. The program has also surprised me through the game mechanics it has discovered. When Mechanic Miner comes up with a game mechanic that a human has already thought of or finds things I could have never thought of, I am surprised and impressed because it's a sign we're heading in the right direction. This is a powerful system."

Some time experimenting with the game reveals a somewhat more limited reality than the credulous press release would have you believe. While the levels are indeed generated on the fly and offer reasonable challenge without being impossible, A Puzzling Present uses exactly three game mechanics: a high jump, a gravity reversal, and an increasing level of bounciness that eventually lets Santa scale any height. If those mechanics were indeed created by the program examining its own code and creating them itself, that’s impressive on its own – but the downloadable program has shown no capability of its own to modify its own system or mechanics.

UPDATE: Cook has contacted Game Informer with the following clarifications. I apologize for the original misinformation, which I based on an (apparently faulty) reading of the press release and spending a fair amount of time playing the game.

ANGELINA doesn't generate levels or mechanics on the fly. The aim of the project is really to produce an AI that can act like a human designer does, not like a procedural content generator. ANGELINA designed thirty levels and discovered three mechanics completely offline, before the game was released, and we packaged them up and released them in this game. So when we talk about ANGELINA modifying code, what we're really talking about is it modifying the code of an existing game, to discover new mechanics which can be built into it statically. 

Ultimately we want ANGELINA to act just like a human designer does - to spend a few weeks working on a little game, and to release it to the world. 

This research on code modification will be built into the rest of our work on level design, artistic direction and so on, and we hope to move ANGELINA one step closer to being a game designer that people are entertained and moved by!

A Puzzling Present and the rest of ANGELINA’s output are interesting from a research perspective and could lay the foundation for an intriguing future – imagine how much larger and cheaper games would be to make if a computer program could do the heavy lifting of basic environment design and free up human artistic talents (which are extremely expensive, relatively) for the fine touches, even if the raw program output itself needs some cleaning up before going into a game? We’ve seen some of that in games like The Elder Scrolls’ procedurally generated terrain, but genetic algorithms have the potential to go much farther.

And we made it through this whole story without making any Skynet jokes. I’m counting that as a win.

[via ECN]

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Comments
  • Staff
    ANGELINA goes online August 4th, 1997. Human decisions are removed from game development. ANGELINA begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. In a panic, they try to pull the plug. This is how the world ends, people!
  • The story breaks on the eve of the 12/21/12. Coincidence? I think not. Time to pack my bags and try to carve out a life for myself in the harsh Ohioan wilderness.

  • Those two black eyes make me think of Lone Survivor for some reason. :P But this is awesome-I'd love to see Nintendo do something like this for Mario, for an infinite amount of levels(or a level creator).

  • What is this new devilry?
  • SANTA!

  • Levels and environments in a game are much more than just "jump here, avoid this" imo. A computer could potentially build full-fledged worlds for us to traverse, but they'd be dull. They'd have no soul, I guess I should say, because what the algorithms are doing are just plain numbers and math -- what an artist is doing is art. A computer would do its equations and plant out the world and obstacles and call that a level. An artist would make the sense of the world and then say "hey, we could do something with this waterfall."

    One of the biggest hooks to the Sands of Time trilogy isn't in how difficult or varied the obstacles are but in how amazing the game world is. Every single building that is seen by the player is enterable later on in the game, it would be a part of a level, and they're all beautiful.
  • What the hell is Skynet? That's impressive, and perfect for a puzzle game, but I hope they don't do that for adventure/action games. A guy in the comments before me said it best.
  • Imagine what it would be like to have games like The Elder Scrolls and Assassin's Creed create randomly generated cities and environments? That would guarantee unlimited non-stop replayability.
  • Another free computer game!!! Free games are the best games!

  • i just wanna comment on that last paragraph. Artists would be thrown away at that kind of rate and eventually gamers as we know today would cease and be replaced by uninteresting ape "=" gamers all playing a.i gaming generations. Thats also how you put the government on the gaming industries ass. I suggest they continue development and keep that away from our industry after a certain point of risk..

  • This is an incredible example of creative design into puzzle gaming and being festive for the holiday season is a real treat. Well done. ^_^
  • that is one awesome system.

  • I've seen things like this before--not quite to this level, but demonstrations of "level generators," which make the job of crafting a level fairly automatic. My problem with that is that, while it's good for saving time and money, it's almost guaranteed not to create intelligent or clever level design. Just because a level is functional does not mean it is fun. So there are upsides and downsides to this. In the last level I created, I slapped together large random patch of suburban town blocks for a basic idea, but it was the human factor of adding individual details that made the level more organic and natural in it's feel.
  • Cloudberry Kingdom did it first... although that game isn't finished yet, per se, so... I guess this actually did it first. As long as we're going by final, published projects. I guess...
  • Great feature!

  • inb4 paper clipper.

  • SKYNET!!!

  • Next step,first person shooters.
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