=Paper= {{Paper |id=Vol-1956/GHItaly17_paper_05 |storemode=property |title=Monsters of Darwin: A Strategic Game Based on Artificial Intelligence and Genetic Algorithms |pdfUrl=https://ceur-ws.org/Vol-1956/GHItaly17_paper_05.pdf |volume=Vol-1956 |authors=Daniele Norton,Laura Anna Ripamonti,Mario Ornaghi,Davide Gadia,Dario Maggiorini |dblpUrl=https://dblp.org/rec/conf/chitaly/NortonROGM17 }} ==Monsters of Darwin: A Strategic Game Based on Artificial Intelligence and Genetic Algorithms== https://ceur-ws.org/Vol-1956/GHItaly17_paper_05.pdf
    Monsters of Darwin: a strategic game based on Artificial
             Intelligence and Genetic Algorithms
             Daniele                        Laura Anna                           Mario                      Davide                      Dario
             Norton                          Ripamonti                          Ornaghi                     Gadia                   Maggiorini
           University of                    University of                     University of              University of              University of
              Milan                             Milan                            Milan                      Milan                       Milan
           Milan, Italy                      Milan, Italy                     Milan, Italy                Milan, Italy               Milan, Italy
                                           ripamonti@di.                      ornaghi@di.               gadia@di.unimi.it          dario@di.unimi.it
                                               unimi.it                         unimi.it
ABSTRACT                                                                                     The analysis and design of the overall user experience in a
The production of video games is a complex process, which                                    video game is not a straightforward task, because several fac-
involves several disciplines, spanning from art to computer                                  tors can play a role. Recently, there has been a growing inter-
science. The final goal is to keep entertained the players, by                               est in the analysis of a number of features that, even if consid-
continuously providing them novel and challenging contents.                                  ered apparently of minor importance, could, nonetheless, im-
However, the availability of a large variety of pre-produced                                 pact deeply on players’ user experience with the game [2, 4,
material is often not possible. A similar problem can be                                     14, 15]. In particular, in some video game genres, one of the
found in many single-player game genres, where the simu-                                     problematic features is that after spending a certain amount of
lated behaviour generated by the Artificial Intelligence algo-                               time playing, players become well aware of the overall char-
rithms must be coherent, believable, but also adequately var-                                acteristics of the game and of its contents, and consequently
iegate to maintain a satisfactory user experience. To this aim,                              they begin to lose interest [13]. The solution would be to
there is a growing interest in the introduction of automatic or                              continuously provide novel and challenging contents, and to
semi-automatic techniques to produce and manage the video                                    dynamically adapt the game behaviour, in order to maintain
game contents. In this paper, we present an example of strate-                               the game enjoyable and fun. To this aim, a larger number of
gic card battle video game based on the applications of Ar-                                  video games are introducing Procedural Content Generation
tificial Intelligence and Genetic Algorithms, where the game                                 (PCG) techniques, together with Artificial Intelligence (AI)
contents are dynamically adapted and produced during the                                     methods specifically developed to dynamically change and
game sessions.                                                                               adapt the game contents and behaviour.
                                                                                             Procedural Content Generation (PCG) is an approach with
ACM Classification Keywords                                                                  long and established history in different fields of Computer
H.5.m. Information Interfaces and Presentation (e.g. HCI):                                   Graphics, aimed at creating data algorithmically. Examples
Miscellaneous; I.2.1. Applications and Expert Systems:                                       of procedurally generated contents are textures [5] , buildings
Games; K.8.0. General: Games                                                                 and cities [27, 28]. In the context of video games, PCG can
                                                                                             be exploited to increase randomness of content and/or game-
Author Keywords                                                                              play, with also the positive effects of reducing development
Strategic Games; Video games; User experience; Artificial                                    time. For example, it can be used to automatically create a
Intelligence for video games; Genetic Algorithms                                             game level for platform games to achieve a desired level of
                                                                                             complexity [26]. In other works, the application on PCG and
                                                                                             AI techniques has been applied to several specific aspects of
INTRODUCTION                                                                                 game optimization, such as: impact of Non Player Characters
The production of video games is a complex process, which                                    (NPCs) ( [1, 18, 25, 31, 33]), and adaptive or personalized
involves several disciplines, spanning from art to computer                                  content generation ( [10, 32]). Finally, there is a large litera-
science. Regardless of the specific game genre, the design                                   ture related to the applications of Genetic Algorithms (GAs)
and development processes must have as final goal the pro-                                   in video games. The proposed techniques are mainly used to
duction of a video game able to propose an enjoyable gaming                                  generate or evolve the game environment [3, 7, 24, 29], or
experience even after long periods of time.                                                  for the evolution of the game agents behaviour, in order to
                                                                                             produce more challenging opponents to the players [6, 11,
                                                                                             12, 21, 22, 23].
                                                                                             Differently from the other works on GAs in video games,
GHITALY17: 1st Workshop on Games-Human Interaction, April 18th, 2017,
                                                                                             the recently proposed GOLEM (Generator Of Life Embedded
Cagliari, Italy.                                                                             into MMOs) algorithm [9] addresses explicitely the need to
GHITALY17:
Copyright © 2017 1st Workshop
                        for the on   Games-Human
                                  individual papers Interaction,  September
                                                      by the papers'   authors.18th, 2017,
                                                                                 Copying     introduce more variety and unpredictability in the monsters
Cagliari,
permittedItaly.
            for private and academic purposes. This volume is published and
Copyright
copyrighted © by
              2017
                 its for the individual papers by the papers’ authors. Copying permitted
                     editors.
                                                                                             inside MMOs, in order to avoid that the players consider the
for private and academic purposes. This volume is published and copyrighted by its
editors.
game repetitive and less enjoyable after a long period of time    The characterization of an AI algorithm for strategic video
spent playing. The main idea in GOLEM is to characterize          game shares its terminology with the game theory. A game
each monster specie present in the game through its genome,       is classified according to the number of players (usually two,
and to generate new species by recombining their chromo-          even if it can be extended to a higher number of players), the
somes, which represent a set of physical characteristics and      goal of the game, and the information each player has about
skills. Each monster in GOLEM is represented by a chromo-         the game. With respect to the goal, two subclasses of strategic
some composed by 53 genes, and the recombination process          games exist:
evaluates also the probability for the new monster to actually
survive in the habitat in which it is born (e.g., a marine-like   • Zero-sum game: a player wins only if the other opponent
                                                                    lose.
animal will unlikely survive in a desert). Moreover, other pa-
rameters are included in order to manage and, if needed, limit    • Non zero-sum game: the focus of the player is on the win-
the population growth.                                              ning, which may happen even without the opponent’s loss.
The concept of evolution of a population of creatures have        Moreover, we can identify two cases also for the level of in-
been addressed also in a small number of commercial video         formation the players have regarding the game:
games [8, 30], even if in a very different way than the ap-
proach proposed in GOLEM.                                         • Perfect information: the player knows everything about the
                                                                    state of the game, and about the possible options the oppo-
In this paper, we present a strategic card battle video game        nent has for the next move.
called Monsters of Darwin (MOD). The game applies the GA
approach of GOLEM, but to a different game genre: in this         • Imperfect information: there is some random element in
case, the monsters are depicted on virtual cards, and at each       the game that make uncertain the possible evolution of state
turn, a new card with a new monster may be generated by the         of the game.
combination of the monsters on the cards currently played.        The most popular strategic video game AI technique is the
Moreover, being MOD a single-player video game, an AI             minimax algorithm. The main concept is that, during a turn-
component has been implemented, to manage the game dy-            based game, a player tries to play the best move possible to
namics and to act as Non Playable Character (NPC).                achieve victory, while the opponent tries to use the best strat-
The paper is organized as follows: in the following sections      egy to avoid this, by minimizing the player’s score. The mini-
we will recall the fundamental concepts related to AI and GA      max algorithm is a recursive algorithm, which works on a tree
in video games, and then we will describe MOD design and          data structure (the game tree) where each node represents a
implementation choices. Finally, we will draw conclusions         board position, and each branch represents one possible move,
and discuss major future developments.                            leading from one board position to another. At each iteration,
                                                                  the AI algorithm evaluates the current state, considers each
                                                                  possible move and corresponding new board positions, and
ARTIFICIAL INTELLIGENCE IN VIDEO GAMES                            recursively calculates the score for each new possible situa-
Contemporary video games are often characterized by the use       tion, in order to choose the most appropriate one. The choice
of advanced AI techniques. AI solutions for video games           is performed using a heuristic called static evaluation func-
[17] are quite different from those typical of classic AI, be-    tion [17].
cause while the latter are usually aimed at optimizing solu-
tions for specific problems under no time or resources lim-       GENETIC ALGORITHMS IN VIDEO GAMES
its, the former must provide a believable solution to complex     GAs are a particular class of algorithms, mainly belonging to
decisional processes in (nearly) real-time with limited com-      the AI field. They are applied to solve many classes of prob-
putational resources. AI in video games has a huge amount         lems but, more in general, they are useful in heuristic search
of possible usages, mostly depending on the specific game         processes and in optimization problems. They have been in-
genre. One example is represented by Non-Playing Charac-          spired by Darwin’s evolution theory: a population is repre-
ters (NPCs) in First Person Shooter (FPS) games, where the        sented by the chromosomes of a set of individuals, and a new
AI is responsible of the simulation of a believable behaviours    generation in the population is produced by recombining the
for a group of enemies [16, 25].                                  genetic material according to specific rules. For each genera-
                                                                  tion, a fitness function selects the most “suitable” parents and
In this paper, we consider a strategic video game. The video
                                                                  iterates the reproduction process on them. To produce “chil-
games in this genre are characterized mainly by actions based     dren”, the algorithm applies crossover (a genetic recombina-
on tactics and planning, in order to achieve victory. Player’s    tion technique) and mutations on chromosomes, represented
decisions have a key role in the game, while chance is less
                                                                  by bit sequences. The algorithm then evaluates, once the new
relevant than players’ ability. There are two sub-genres, turn-
                                                                  generation has been created, if the population registers any
based or real-time, and the role of AI can vary relevantly de-    improvement in any relevant feature: if this is the case, par-
pending on the nature of the strategic video game. Real-time
                                                                  ents will be discarded and the new children will substitute
strategic games have usually a simpler AI, which is mainly
                                                                  them in the reproduction process. Generally, these steps are
used as a strategic layer. On the contrary, turn-based games      iterated until some optimal solution is reached [19, 20].
may have very sophisticated and complex AI, which may
even run on dedicated hardware, like in case of simulated         Crossover is used by GAs to mix the genes of two elements
complex board games (e.g., Chess) [17].                           of the population. Some different approaches can be applied:
1. Single point crossover: the chromosomes of the parents
   are split into two parts in a randomly selected point. Two
   new chromosomes are generated, by combining the first
   and second parts of the original parents.
2. Two points crossover: the chromosomes of the parents are
   split into three parts. The chromosome of one child is com-
   posed by the first and third part of the first parent, merged
   with the second part of the second parent. Another chromo-
   some is created using the remaining parts.
3. Uniform crossover: this approach provides a higher genetic
   variation, since each gene of the child is copied randomly
   from one of the corresponding genes belonging to one of          Figure 1. An example of Monster Card. In the bottom area it is indicated
   the parents. The genes not chosen for the first child are        the natural element of the monster. The attack, defense and vital forces of
   used for the second one                                          the monster are shown in the top area.

4. Arithmetic crossover: the offspring chromosomes are the
   results of some arithmetic operation on the parents’ genes.
                                                                    finally, the attack, defense and vital forces of the monster are
Finally, genetic mutations can be useful for inserting into the     shown in the top area.
new generation’s chromosomes some characteristics not in-
heritable from parents, since not present in their genetic her-     The four natural elements (air, earth, water and fire) are used
itage. Similarly to what happens in nature, mutations can           to create a hierarchy between the Monster Cards, used during
introduce a new characteristic or modify/destroy an existing        the Monster Duel or Monster Coupling stages. In particular:
one.                                                                • air rules over earth
MONSTERS OF DARWIN (MOD)                                            • earth rules over water
Monsters of Darwin has been developed in order to investi-
gate novel approaches aimed at maximizing the user experi-          • water rules over fire
ence in a particular game genre that, after long periods, may
                                                                    • fire rules over air
suffer because of the repetition of game contents.
                                                                    To allow the graphical representation of the new monsters
MOD is a zero-sum, imperfect information, turn-based single-
                                                                    generated by the GA, each monster is composed by a set of
player strategic card battle video game. The player plays
                                                                    2D patches, each having a texture of a different physical part
against an AI opponent in order to collect the highest possible
                                                                    (head, body, legs, etc). With a similar approach, a new mon-
number of Monster Cards.
                                                                    ster can be simply represented by assembling patches from
The game dynamics of MOD are quite simple. At each turn,            different sets. Figure 2 shows a monster, and the patches com-
two cards are played, one from the player on turn (the “real”       posing its graphical representation.
player or the AI component) and one from the opponent.
                                                                    At the beginning of the game, the player has a card deck com-
Then, the player on turn must choose between two different
                                                                    posed by 8 Monster Cards (2 for each natural element). In the
actions among the two cards: Monster Duel or Monster Cou-
                                                                    following turns, the player will choose 8 cards among those
pling. Monster Duel follows rules similar to other card battle
                                                                    available in her deck. The AI module creates its deck choos-
games, while Monster Coupling represents a procedural ap-
                                                                    ing the Monster Cards randomly, even if balancing among the
proach aimed at lower the game contents repetitivity, by the
                                                                    number of cards belonging to the different natural elements.
automatic generation of new Monster Cards depicting new
monsters. Monster Coupling is based on the application of a
GA, derived from the GOLEM algorithm [9]. A game ses-               Monster Duel
sion ends when a player defeats all the cards of the opponent.      During a Monster Duel, the damage a Monster Card can in-
The final winner is the first player winning 3 game sessions.       flict to the vital force of the opponent’s card is established by
                                                                    the difference between the corresponding attack and defense
In the following subsections, we provide further details on the     force values (e.g., a card with an attack force of 8 will inflict
features and contents of MOD.                                       a damage of 2 to a card with defense force 6). The damage
                                                                    can be modified on the basis of their relation in the natural
Monster Cards                                                       elements hierarchy: the damage is raised of 1 unit in case the
The main contents of MOD are the Monster Cards, depict-             element of the attacking card rules over the element of the
ing different kinds of monsters, using a graphic style inspired     other card, otherwise it is lowered of 1 unit. All the Monster
by grimoires and medieval manuscripts. Figure 1 shows an            Cards have an initial vital force equal to 6. When the value
example of Monster Card. Each card is composed by three             reaches 0, the Monster Card is removed by the current game
areas: in the bottom area it is indicated the natural element of    session, and it will become available only in the following
the monster; in the central area it is depicted the monster, and,   games.
                                                                                Characteristic            Type           Range
                                                                                Head                   physical             8
                                                                                Eyes                   physical             8
                                                                                Arms                   physical             8
                                                                                Body                   physical             8
                                                                                Legs                   physical             8
                                                                                Tail                   physical             8
                                                                                Wings                  physical             8
                                                                                Attack                   force              3
                                                                                Defense                  force              3
                                                                                Vital                    force              3
Figure 2. A monster of MOD, and the patches composing its graphical             Element             natural element         4
representation
                                                                        Table 1. Characteristics and skills in a chromosome of a monster.



Monster Coupling and Genetic Algorithm in MOD
The GA implemented in MOD is applied during the Mon-                  During the selection of the Monster Card to play, if the AI is
ster Coupling stage. As in GOLEM [9], each monster is                 the player on turn, the choice of the card is completely ran-
described by a chromosome, which maps its characteristics             dom. If, otherwise, the AI is responding to the player’s card
and skills. The characteristics are related to the physical as-       choice, than the algorithm evaluates the played card, and per-
pect (e.g., number of legs, wings, etc.), to the force (i.e., the     forms a selection of a “stronger” card among the available
attack, defense and vital forces), and to the natural element,        ones in the deck. A card is “stronger” if its natural element
as illustrated in Table 1.                                            rules over the element of the first card, and/or its attack force
                                                                      is higher. During the choice between Monster Duel or Mon-
Each characteristic can assume a value in a certain range. For        ster Coupling, the AI algorithm evaluation is based on the
the physical features, the range from 1 to 8 indicates one Mon-       number of remaining Monster Cards in the deck, and on the
ster Card from the initial deck: therefore, a value of 2 for the      difference of vital force and compatibility between the two
Head means that the new monster will be created using the             Monster Cards.
head patch from the monster of the second card selected in
the deck, etc. For the force features, the value changes de-
pending on the subcategories: attack force can have values            MOD implementation details
from 4 to 7, defense force can have values from 1 to 3, vital         MOD has been implemented using the Unity 3D game en-
force can have values from 0 to 6. These values have been             gine. For its characteristics, Unity 3D represents a powerful
chosen after a tuning and testing stage of the game.                  and flexible solution well suited for fast implementation of
The Monster Coupling stage begins evaluating the compati-             different game genres, allowing the integration of different
bility between the two Monster Cards currently played. Two            techniques and material, and the development for different
monsters are evaluated as compatible for the coupling if the          gaming platforms.
natural element of the card of the player on turn rules over          Figure 3 shows some screenshots of the Monster Duel and
the element of the opponent’s card, and if the difference in          Monster Coupling stages.
vital force between the two monsters is equal of higher of 2.
If these constraints are not valid, then the Monster Card of the
player on turn (i.e., the one who has tried the Monster Cou-          CONCLUSIONS AND FUTURE WORK
pling) will be inflicted a damage following the rules of the          In this paper, we have presented a strategic card battle video
Monster Duel stage. Otherwise, the Crossover function of              game called Monsters of Darwin (MOD). The game uses a
the GA algorithm is applied to the chromosomes of the two             combination of AI and GAs in order to generate new Monster
monsters. To obtain the broadest diversity among the gener-           Cards, by combining the characteristics of the cards played in
ated monsters, we have opted for the uniform crossover ap-            each turn.
proach: for each characteristic in the chromosome, one value
                                                                      The approach we are proposing with MOD is a preliminary
from the two parents is randomly selected and assigned to the
                                                                      attempt to address one of the features that can impact on play-
new monster. Even if the crossover creates two new monsters,
                                                                      ers’ user experience. In fact, repetition of contents and me-
only the first is considered, and it is added to the player’s per-
                                                                      chanics in some game genres can lead to a loss of interest in
sonal deck, while the two original cards subject to the cou-
                                                                      the game after some time. One possible solution to avoid this
pling are discarded from the game session.
                                                                      issue is to introduce procedural and dynamic techniques to
                                                                      continuously generate novel contents and to adapt the game
Artificial Intelligence in MOD
                                                                      behaviour to the players’ actions, in order to maintain the
The main operations of the AI component in MOD are: the               game enjoyable and fun.
selection of the Monster Card to play, and the choice between
Monster Duel or Monster Coupling actions. In both cases, the          From the preliminary evaluation tests, the performances of
AI component uses the minimax algorithm for the evaluation.           MOD are promising: the GA in MOD is able to produce a
                               Figure 3. Screenshots of the Monster Duel and Monster Coupling stages in MOD.


high number of new monsters even from a limited set of ba-                   Real Data. In eHealth 360°: International Summit on
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                                                                          5. David S. Ebert, F. Kenton Musgrave, Darwyn Peachey,
Future developments will consider the extension of the char-                 Ken Perlin, and Steve Worley. 2003. Texturing &
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                                                                          6. Anna I. Esparcia-Alcázar and Jaroslav Moravec. 2013.
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