GAMEPLAY-BASED OPTIMIZATION OF A SIMPLE 2D SIDE-SCROLLING MOBILE GAME USING ARTIFICIAL EVOLUTION EU CHUN VUI FACULTY OF COMPUTING AND INFORMATICS UNIVERSITY MALAYSIA SABAH 2015 ABSTRACT Evolutionary Computing (EC) is an optimization approach in which the algorithm is mimicking the evolution process of a biological creature. It is commonly used in evolving a system especially on automatically generating contents. EC makes the system able to evolve and allows it to adapt accordingly. In this research, a general purpose optimization method known as hybridized Interactive Differential Evolution (IDE) which is an efficient and robust optimizer was used to optimize the performance space of a 2D side-scrolling game. This research presents the possibilities of implementing evolutionary algorithm on a mobile platform. A flappy-bird like side scrolling game is implemented with IDE. The interactive evaluation method is used to replace the standard usage of fitness functions to examine the extent and possibilities of interactive evolution to produce favorable outputs based on the user‟s preferences. This study reports how the IDE algorithm performed on the game developed for real value optimization of automatic content generation (ACG). The content generation method was used in this research area in terms of effectively generating favorable game content with by reducing catastrophic failure to improve the playability based on the player‟s preferences. The efficacy of an optimization method often depends greatly on the choosing of a number of different control parameters. Experiments were conducted to identify the possibilities of tuning parameters in IDE. Results include IDE‟s performance of parameter turning on different population sizes (N), crossover rates (CR) and mutation scale factor (F), which were used to identify the extent of the evolution outcomes. The inter-relation between the parameters tuned was also analyzed. This research shows that in the usage of a larger population size (N) to yield a more favorable evolution state, IDE behaves differently at low and high CR although both extremes can produce effective searches. CHAPTER 1 INTRODUCTION 1.1 Introduction This chapter gives a general overview and background of this project. This project uses Lua programming to built a side-scrolling game and implement evolutionary algorithm to evolve the mobile game. In this project, the scope will be focus on evolving game rulesets and scoring concept. 1.2 Problem Background Nowadays, serious games are built in many different areas. In this context, serious games are applications developed with gaming technology and design principles which have training, simulation or education while entertaining the user as a primary purpose. The recent achievements of video games, computer graphics, and computer hardware gave a large support to the development of serious games. A serious game‟s primary goal is not entertainment, but they can be entertainment games applied in a different manner and in a different scope. One of it is in the form of mobile application. Over decades, games have become increasingly realistic in their visual and auditory presentation. However, some of the game AI which is usually based on non-adaptive techniques. A major disadvantage of non-adaptive game AI is that once a weakness is discovered, nothing stops the human player from exploiting discovery. This could be resolved by implementing a game AI with adaptive behaviour, for example to learnt from what is wrong or insufficient. By using the idea of machine-learning techniques, for example evolutionary algorithm, we should be able to improve an agent‟s performance from time to time. 2 In recent researches, we have seen large number of methods for generating content for existing games. So, if you already have a game, you could generate everything on it, for example; maps, terrain, vegetation, dungeons and racing tracks. Some studies have used content generator in developing even behavior and game rules. Togelius and Schmidhuber had evolved a pac-man maze game starting from a zero platform, without game rules (Togelius, Schmidhuber, 2008). By evolving the game rules and scoring, we could make the game to be more interesting. Based on this idea, we will make a research on how are we able to improvise this idea on mobile platform using Interactive Differential Evolution (IDE) to evolve the optimization phases of the game. 1.3 Problem Statement One of the problem involving content generation is that at times, the game generated can be too simple to be played nor unplayable. Example, in the game of Super Mario, the hills are too high for Mario to jump over or the obstacles are too big to be avoided. Besides,in some cases, the same content could be repeatedly generated. To improve a game‟s performance, we should know how the agent in the game works and understands how the environment affects the agent. This is why game rules is important on evaluating how good or bad a game is. It is to take note that by using automated content generation, the game should adapted to the user‟s capability in which the game shouldnt be too hard to play. It should be able to adjust its content to serve player needs. For example, we can make the game to be focusing on adaptive difficulty in which the game becomes more difficult based on player‟s experience level. 1.4 Short description of the project In this project, a side-scrolling mobile game “Space Block” will be evolved by using Interactive Differential Evolution (IDE) in which every time a game is played, the game‟s concept (game rules and scoring) is changed according to the player‟s experience. Every time the game is played, player will be needed to evaluate the game as replacement for fitness evaluation. In this game, the player would be able to control a character as seen in the famous mobile game “flappy bird” in a upward and downward motion to avoid certain moving obstacles which will causes effects on 3 the gameplay such as death. 1.5 Hypothesis The hypothesis of this project is that it is possible to design and implement an differential evolution algorithm that will enhance the gameplay‟s performance to a certain positive extend after the game is subjected to several number of gameplays. 1.6 Objective The objectives are as follow: 1. Identify suitable encoding mechanism to be able to auto evolve game rules and scoring system. 2. To implement an interactive gaming interface for evolution in game rules and score. 3. To test and evaluate game-based evolutionary gaming system based on player‟s feedback who have different level of gaming experiences. 1.7 Scope 1. This project is focused on developing an evolutionary algorithm based on Differential Evolution which is able to improve the game‟s concept from previous gameplay experience. 2. This project is focused on evolving the progress of the game based on game rules and scoring. 3. The game is focused on development of a single player side-scrolling game and not involving multiplayer control. 4 1.8 Organization of the report Chapter 1 of the report present about the general information of doing the research work. Problem statement and problem background is stated to give a clearer understanding why the work should be done. Hypothesis, objective and scope is also defined to make the vision clearer. Chapter 2 of the report discuss about the types of mobile game and the history of where it comes from. Besides, it will discuss about the taxonomy on bigger scope EA branching to smaller factors that is relevant in this research work on evolving the mobile game. Other than that, the reason why the possible EA and Procedural Content Generation (PCG) method used are explained followed by examples of existing research works being done on evolving rule sets and scoring in game. Critical Summary and relevant research questions are stated out to provide a clearer understanding on the works to be done. Chapter 3 of the report discuss in details about the process model and methods that will be used throughout this research work. The flow of the standard Evolutionary Algorithm (EA) is explained and representation used on evolutionary stages are discussed. Chapter 4 discuss about the structure of the algorithm used in this research work which is Interactive Differential Evolution (IDE). Each stages of IDE is explained step by step to provide a better visualize view on how the algorithm is implemented to aids in this project. Chapter 5 discuss on the implementation works that are done throughout the project. Anatomy of game is stated. Print screens of the code fragment are on both game and EA module are shown and further discussed. Functions of codes are explained followed by the screenshots of the finalized prototype. Chapter 6 discuss about the setup of all of the experiments done in this project work. Experiment 1 are done by allocating different population size (N) followed by experiment 2 by using different crossover rate (CR). Experiment 3 are done by tuning the mutation scale factor (F) in IDE used in this project. Some examples of print 5 screens on player rated game are shown with provided descriptions. After all experiments were done, final testing is conducted by new different set of evaluators on determining the favorable of the evolved game. Chapter 7 discuss about the summary of the research project done. Limitations are identified followed by further future recommendations that could be done.
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