Seth Cooper’s research while affiliated with Northeastern University and other places

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Publications (133)


Toward Space-Time WaveFunctionCollapse for Level and Solution Generation
  • Article

November 2024

Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Kaylah Facey

·

Seth Cooper

WaveFunctionCollapse (WFC) is a constraint-satisfaction-based approach to procedural content generation via machine learning (PCGML). It is relatively easy to implement and requires very little training data, making it a popular approach. Generated game levels are guaranteed to look locally similar totheir example tilemaps; however, local adjacency rules often fail to capture global solvability rules, potentially making many such levels unplayable. Existing approaches to improving the solvability of WFC-generated levels typically require adding additional game-specific information in the form of global constraints, substantially increasing the complexity and time required for setup. The purpose of this work is to explore whether using level solutions as training data can allow WFC to learn solvability constraints and game mechanics. We have implemented a novel space-time approach that uses three-dimensional space-time blocks representing solutions to 2D levels as both input and output. Experiments using this method show that space-time WFC is capable of demonstrating localized game mechanics and creating small playable levels with given solutions. However, levels are slow to generate, and some high-level constraints are still not captured.


No Player Left Behind: Evolving Dungeons and Dragons Combat to Optimize Difficulty and Player Contributions

November 2024

·

3 Reads

Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Creating well-balanced combat encounters can be a difficult task for Game Managers (GMs) in tabletop games such as Dungeons and Dragons (DnD). This work uses a simulation environment to generate new sets of DnD encounters that can be optimized for both difficulty and balance among player contributions. Encounters are evaluated using simulated games that can either be run probabilistically (using dice rolls) or with deterministic expected outcomes. While the expected approach allows game outcomes to be simulated substantially faster and is a good estimate of difficulty, it is a less reliable measure of balance. A genetic algorithm was used to generate encounters that meet the desired difficulty and where all players are needed for success.


Sturgeon-MKIV: Constraint-Based Level and Playthrough Generation with Graph Label Rewrite Rules

November 2024

·

1 Read

Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Procedurally generated game levels should be completable. The representation used for levels and game mechanics impacts the types of games for which different techniques can be applied. Previous work used a constraint solving approach to simultaneously generate levels with example playthroughs, showing they can be completed using the game's mechanics. However, that work used 2D grid-based rewrite rules. In this work, we extend previous approaches by representing levels as more general graphs, and game mechanics as rewrites on node and edge labels of subgraphs. Using this approach, graph-based levels with playthroughs are generated. We describe the approach and demonstrate its application in some games with graph-based levels.


level2image: A Utility for Making 2D Tile-Based Level Images with Overlays

November 2024

Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

2D tile-based levels are a common format for video game research, particularly in procedural content generation. Often, tiles are represented as text characters. Here, we describe level2image, a utility that provides a flexible means for converting such levels into a variety of image formats. It can use text tiles or substitute image tiles or backgrounds. There is support for various geometry overlays, such as paths through the level, areas of interest, or boundaries. The utility is a Python script, intended to reduce duplicated work creating such converters within the game research community.


Guided Game Level Repair via Explainable AI

November 2024

Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Procedurally generated levels created by machine learning models can be unsolvable without further editing. Various methods have been developed to automatically repair these levels by enforcing hard constraints during the post-processing step. However, as levels increase in size, these constraint-based repairs become increasingly slow. This paper proposes using explainability methods to identify specific regions of a level that contribute to its unsolvability. By assigning higher weights to these regions, constraint-based solvers can prioritize these problematic areas, enabling more efficient repairs. Our results, tested across three games, demonstrate that this approach can help to repair procedurally generated levels faster.


Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Models

November 2024

·

3 Reads

Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Generative Adversarial Networks (GANs) are unsupervised models designed to learn and replicate a target distribution. The vanilla versions of these models can be extended to more controllable models. Conditional Generative Adversarial Networks (CGANs) extend vanilla GANs by conditioning both the generator and discriminator on some additional information (labels). Controllable models based on complementary learning, such as Rumi-GAN, have been introduced. Rumi-GANs leverage negative examples to enhance the generator's ability to learn positive examples. We evaluate the performance of two controllable GAN variants, CGAN and Rumi-GAN, in generating game levels targeting specific constraints of interest: playability and controllability. This evaluation is conducted under two scenarios: with and without the inclusion of negative examples. The goal is to determine whether incorporating negative examples helps the GAN models avoid generating undesirable outputs. Our findings highlight the strengths and weaknesses of each method in enforcing the generation of specific conditions when generating outputs based on given positive and negative examples.


Procedurally Puzzling: On Algorithmic Difficulty and Player Experience in QD-Generated Logic Grid Puzzles

November 2024

·

6 Reads

Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Determining if and how the difficulty of algorithmic puzzle solvers is related to the difficulty and enjoyment for human players is a challenging task. In this work, we explored this relationship using logic grid puzzles. We used an algorithmic solver to estimate the difficulty of the puzzles by capturing the number of ``solver loops'' through the algorithm. This characteristic was used to generate and evaluate a set of puzzles of varying algorithmic difficulty using constrained MAP-Elites. Then, we ran a user study to gather information on the player experience of these puzzles. We tested the relationship between solver loops and player experience on generated puzzles and found that the number of solver loops is statistically significantly correlated with subjective perception of difficulty and borderline statistically significantly correlated with puzzle correctness.


Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Models

October 2024

·

1 Read

Generative Adversarial Networks (GANs) are unsupervised models designed to learn and replicate a target distribution. The vanilla versions of these models can be extended to more controllable models. Conditional Generative Adversarial Networks (CGANs) extend vanilla GANs by conditioning both the generator and discriminator on some additional information (labels). Controllable models based on complementary learning, such as Rumi-GAN, have been introduced. Rumi-GANs leverage negative examples to enhance the generator's ability to learn positive examples. We evaluate the performance of two controllable GAN variants, CGAN and Rumi-GAN, in generating game levels targeting specific constraints of interest: playability and controllability. This evaluation is conducted under two scenarios: with and without the inclusion of negative examples. The goal is to determine whether incorporating negative examples helps the GAN models avoid generating undesirable outputs. Our findings highlight the strengths and weaknesses of each method in enforcing the generation of specific conditions when generating outputs based on given positive and negative examples.


Guided Game Level Repair via Explainable AI

October 2024

Procedurally generated levels created by machine learning models can be unsolvable without further editing. Various methods have been developed to automatically repair these levels by enforcing hard constraints during the post-processing step. However, as levels increase in size, these constraint-based repairs become increasingly slow. This paper proposes using explainability methods to identify specific regions of a level that contribute to its unsolvability. By assigning higher weights to these regions, constraint-based solvers can prioritize these problematic areas, enabling more efficient repairs. Our results, tested across three games, demonstrate that this approach can help to repair procedurally generated levels faster.



Citations (58)


... We expand on our previous work (Shyne, Facey, and Cooper 2024) to develop a constrained quality diversity genetic algorithm that generates solvable and diverse logic grid Copyright © 2024, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. ...

Reference:

Procedurally Puzzling: On Algorithmic Difficulty and Player Experience in QD-Generated Logic Grid Puzzles
Generating Solvable and Difficult Logic Grid Puzzles
  • Citing Conference Paper
  • July 2024

... In this work, we used the Sturgeon constraint-based level generation system (Cooper 2022b), which generates levels by converting high-level design rules into constraint satisfaction problems and can use different "low-level" solvers to find solutions. This system is also capable of generating unsolvable levels by incorporating additional constraints that a level's goal is not reachable from its start (Cooper and Bazzaz 2024). This constraint-based level generator gave us the controllability to evaluate the performance of weight generation methods regardless of the level generation model. ...

Literally Unplayable: On Constraint-Based Generation of Uncompletable Levels
  • Citing Conference Paper
  • July 2024

... Colwell and Glavin (2018) indirectly supports the concept by showing that dynamic difficulty adjustment improves player experience for both strong and weak players, suggesting that players prefer challenges that match their own abilities. On the other hand, Demediuk et al. (2019) and Lomas et al. (2017) suggest that difficulty and enjoyment are predominately negatively correlated, while Cutting et al. (2022) and Biemer and Cooper (2024) fail to find any significant relationship. ...

Solution Path Heuristics for Predicting Difficulty and Enjoyment Ratings of Roguelike Level Segments
  • Citing Conference Paper
  • July 2024

... However, there are many approaches that generate levels in a more segment-wise manner and then combine them together (Green et al. 2020;Biemer and Cooper 2022), although this is usually done in grid-based levels. It may be interesting to try approaches to improving performance that have worked in similar applications, such as iterative constrained extension (Mao and Cooper 2023). Potentially such approaches could be applied in the temporal dimension as well as spatial ones. ...

Segment-wise Level Generation using Iterative Constrained Extension
  • Citing Conference Paper
  • August 2023

... In future work, we would like to explore multi-stage training approaches with high-quality negative examples in fine-tuning steps. We believe this approach could be effective when combined with bootstrapping methods (Torrado et al. 2020), or active learning methods with minimal training levels (Bazzaz and Cooper 2023). These approaches could make the training easier, with the only price for the additional controllability being the number of models trained on the minimal data. ...

Active Learning for Classifying 2D Grid-Based Level Completability
  • Citing Conference Paper
  • August 2023

... The two-to three-week SealSpotter Challenge utilizes this behavioral preference of participants. Citizen science games, also known as Games With Purpose are popular for increasing engagement, but require more resources and introduce additional ethical considerations, as well as a need to understand the trade-offs (if any) for data quality and/or biases (Miller et al., 2023). For example, the drive of the player to earn more points may undermine the scientists need for accurate data collection. ...

Practical recommendations from a multi-perspective needs and challenges assessment of citizen science games
  • Citing Article
  • Full-text available
  • May 2023

... Despite this popularity, the field of serious games will need special attention as long as new literature concludes on the lack of knowledge about the connection of such games with narrative and/or fiction, as well as on the attractiveness of the proposed narratives [82], [84], [109], [110]. The necessity and opportunity of this exploration may be argued from the evidence, shown by literature, that storytelling and interactivity associated with cognitive training are meaningful to cognitive rehabilitation patients, and are a way to increase their interest in exercises [111]. ...

Wrapped in Story: The Affordances of Narrative for Citizen Science Games
  • Citing Conference Paper
  • April 2023

... This work is based on the Sturgeon constraint-based level generation system (Cooper 2022) and is in a large part a combination of the previously-developed techniques in the Sturgeon-GRAPH (Cooper 2023a;Cooper and Balema 2023) graph level generator and the Sturgeon-MKIII (Cooper 2023b) tile-based playthrough generator. While Sturgeon-GRAPH generates graph-based levels without playthroughs, and Sturgeon-MKIII generates tilebased levels with playthroughs, Sturgeon-MKIV generates playthroughs for graph-based levels. ...

Sturgeon-GRAPH: Constrained Graph Generation from Examples
  • Citing Conference Paper
  • April 2023

... Yet other work has explored taking generated levels and repairing them so that they are completable (Jain et al. 2016;Zhang et al. 2020;Cooper and Sarkar 2020;Shu et al. 2020). Closely related to this work is the Sturgeon-MKIII system, which ensures completability of grid-based levels by representing mechanics as tile rewrite rules (Cooper 2023b). ...

Sturgeon-MKIII: Simultaneous Level and Example Playthrough Generation via Constraint Satisfaction with Tile Rewrite Rules
  • Citing Conference Paper
  • April 2023

... As such, we do not focus on the six wetland patterns as individual categories, instead treating them as one singular image set. For discussion on the environmental understandings from this project, see Spatharioti et al. (2022). ...

An effective online platform for crowd classification of coastal wetland loss