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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Taking the Scenic Route: Automatic Exploration for Videogames</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Zeping Zhan, Batu Aytemiz, Adam M. Smith Design Reasoning Lab University of California</institution>
          ,
          <addr-line>Santa Cruz</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Machine playtesting tools and game moment search engines require exposure to the diversity of a game's state space if they are to report on or index the most interesting moments of possible play. Meanwhile, mobile app distribution services would like to quickly determine if a freshly-uploaded game is fit to be published. Having access to a semantic map of reachable states in the game would enable efficient inference in these applications. However, human gameplay data is expensive to acquire relative to the coverage of a game that it provides. We show that off-the-shelf automatic exploration strategies can explore with an effectiveness comparable to human gameplay on the same timescale. We contribute generic methods for quantifying exploration quality as a function of time and demonstrate our metric on several elementary techniques and human players on a collection of commercial games sampled from multiple game platforms (from Atari 2600 to Nintendo 64). Emphasizing the diversity of states reached and the semantic map extracted, this work makes productive contrast with the focus on finding a behavior policy or optimizing game score used in most automatic game playing research.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>To know what’s inside of a videogame, you need to do more
than read source code or browse asset data. Looking over a
player’s shoulder can give you one view of a game’s space
of possible interactions, and running an artificial intelligence
(AI) algorithm to find score-optimizing behavior can give
you another. Neither, however, is trying to play in a way that
intentionally covers the most ground.</p>
      <p>
        Access to a large and diverse sample of trajectories
through a game’s state space could enable many applications
relevant to game designers, players, scholars, educators, and
distributors. We might automatically map reachable zones of
a game’s world
        <xref ref-type="bibr" rid="ref20 ref21 ref5">(Osborn, Summerville, and Mateas 2017b;
Bauer and Popovic 2012)</xref>
        and visualize how these change in
response to design modifications. We might index the
moments demonstrated and return them in response to visual
queries
        <xref ref-type="bibr" rid="ref26">(Zhang et al. 2018)</xref>
        , enabling users of a search
engine to bookmark and share references to significant events
(Kaltman et al. 2017). We might even identify when a game
freshly uploaded to an app store should be flagged for
removal because it behaves maliciously only after several
minutes of interaction
        <xref ref-type="bibr" rid="ref24">(Shen, Chien, and Hung 2014)</xref>
        .
      </p>
      <p>
        Meanwhile, in automated gameplay via reinforcement
learning (RL), the ability to explore is critical for efficient
learning.
        <xref ref-type="bibr" rid="ref3">Aytar et al. (2018)</xref>
        demonstrate how even a
single externally-provided trace of high-reward behavior can be
generalized into a reusable behavior policy. We believe that
algorithms explicitly designed to address the exploration
problem (finding sequences of actions that reach
interesting moments by any means necessary) could complement
advances in reinforcement learning.
      </p>
      <p>
        We introduce the problem of automatically exploring a
game’s state space with the goal of producing a semantic
map (useful for downstream inference tasks) on timescales
comparable to human playtesting efforts. This map should
allow us to judge the similarity of moments and allow
inferences about how moments relate to one another.
Automatic exploration is related to the topic of
intrinsicallymotivated play in reinforcement learning
        <xref ref-type="bibr" rid="ref6">(Bellemare et al.
2016)</xref>
        . However, we are interested in the large collection of
moments found via exploration rather than training a
behavior policy. In particular, we are most interested in
uncovering automatic exploration techniques that are plausibly
applicable to analysis of contemporary mobile games
(nativecompiled software binaries for 64-bit computing platforms
which draw user interfaces with low-level code) on short
timescales (minutes rather than days of in-game experience).
      </p>
      <p>In this paper, we make the following contributions:
We define several exploration quality metrics, some of
which make use of game-specific knowledge and others
that are comparable across games and platforms.
We offer a methodology for comparing human and
machine exploration efficiency as a function of time.
We identify several elementary automatic exploration
strategies and demonstrate them on a range of platforms.
Our experimental results highlight basic gameplay
competency for elementary methods, the ability of our
metrics to identify distinct scenes, the ability to bootstrap
perceptual models with self-play, and the strength variation
for exploration techniques across games and across game
platforms spanning from Atari 2600 to Nintendo 64.</p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <p>This section reviews existing techniques for gameplay
knowledge extraction, automated testing of mobile apps, and
existing techniques in AI for extrinsically and intrinsically
motivated automatic play.</p>
      <sec id="sec-2-1">
        <title>Gameplay Knowledge Extraction</title>
        <p>
          Our project is situated with the larger effort of automated
game design learning (AGDL)
          <xref ref-type="bibr" rid="ref12 ref20 ref21">(Osborn, Summerville, and
Mateas 2017a)</xref>
          a research paradigm that encourages
understanding games by directly interacting with them (rather
than, e.g., source code analysis). In particular, our work is a
direct response to a previous paper in the Knowledge
Extraction from Games workshop on representing and retrieving
game states with moment vectors
          <xref ref-type="bibr" rid="ref25 ref26">(Zhan and Smith 2018)</xref>
          .
The automatic exploration strategies we offer in this paper
are a source of gameplay trajectories (screenshots, actions,
and memory snapshots) that complements the use of human
gameplay data in that work.
        </p>
        <p>
          Moment vectors for interactive media are a sub-symbolic
knowledge representation similar to that of word vectors
in natural language processing
          <xref ref-type="bibr" rid="ref17">(Mikolov, Yih, and Zweig
2013)</xref>
          . Although word vectors can be of direct use in text
retrieval applications, they can easily support more complex
tasks that rely on the ability to make inferences from a text’s
semantic content (Joulin et al. 2016).
        </p>
        <p>
          <xref ref-type="bibr" rid="ref26">Zhang et al. (2018)</xref>
          describe a visual search engine for
game moments that is based on moment vectors derived
from various gameplay sources. These authors also note a
curious property of moment vectors that we think would
make them useful for inference in tasks far beyond retrieval:
they support reasoning by analogy. Similar to linear
algebra analogies in word vector representation, moment
vectors learned with the Pix2Mem strategy appear to
represent game-specific knowledge such as which power-ups the
player has collected or what their location is within the larger
game world.
        </p>
        <p>AGDL systems can only learn from the parts of a game
they actually experience. Missing from previous work in this
domain is any way of quantifying coverage of a game’s
content. Although it is difficult to define what it means to see
all or even enough of a game’s content, we can still make
progress by judging when one exploration method has seen
more than another. For the first time, the exploration quality
metrics contributed in this paper will quantify this level of
exposure.</p>
      </sec>
      <sec id="sec-2-2">
        <title>App Testing for Mobile Markets</title>
        <p>
          Mobile app developers continually submit new software for
distribution on services like Apple’s App Store or Google
Play, yielding many thousands of new apps per day. To
balance the need for quality control with the financial incentive
to bring new apps to market in a timely manner, distributors
are pressured to judge whether an app should be published
very quickly. In response, scalable techniques have been
devised to detect malware or trivial wrappings or repackagings
of existing apps using just a few seconds of simulated
interaction
          <xref ref-type="bibr" rid="ref9">(Chen et al. 2015)</xref>
          . While this is useful for basic
quality control, we believe more interaction is required to gather
enough data to support content-based retrieval
          <xref ref-type="bibr" rid="ref26">(Zhang et al.
2018)</xref>
          for apps and the moments they contain.
        </p>
        <p>
          Either by revenue or by popularity, games stand out as a
significant category of mobile apps. Some automated app
testing techniques can guess at meaningful actions to try
based on parsing graphical user interfaces assembled from
platform-provided building blocks
          <xref ref-type="bibr" rid="ref1">(Amalfitano et al. 2012)</xref>
          .
However, these techniques break down for many games
that present custom interfaces drawn with low-level libraries
such as OpenGL ES. Similarly, techniques based on static
analysis of bytecode
          <xref ref-type="bibr" rid="ref10">(Feng et al. 2014)</xref>
          break down when
native machine code is used (e.g. in optimized rendering
or game physics code). By focusing our exploration of
videogames at the level of their display pixels and low-level
input events, we adopt a perspective that works across many
more game platforms.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Extrinsically Motivated Automatic Play</title>
        <p>
          In most classic applications of AI in games (famously in
Chess and Go), the goal is to win the match or attain the
optimal score. Monte Carlo Tree Search (MCTS) is one
surprisingly simple and effective strategy for finding a
sequence of moves in a modeled environment that
approximately optimizes this score
          <xref ref-type="bibr" rid="ref7">(Browne et al. 2012)</xref>
          and has
already been applied to strategy analysis in games
          <xref ref-type="bibr" rid="ref19 ref27">(Zook,
Harrison, and Riedl 2015)</xref>
          . These approaches all require a
forward model (or simulator) that can list available actions,
identify terminal states (with their scores), and (un-)apply
actions in support of search. While constructing a fairly
accurate forward model for the Atari 2600 using an existing
emulator implementation like Stella1 is straightforward, the
larger memory sizes of recent platforms (e.g. Android)
complicate snapshot-and-restore.
        </p>
        <p>
          Model-free reinforcement learning techniques are capable
of learning to play videogames without access to this kind of
simulator. Playing without the ability to take back an action,
Deep Q-Networks were recently shown
          <xref ref-type="bibr" rid="ref18">(Mnih et al. 2015)</xref>
          to learn super-human play styles for some Atari games
(after more than 38 days of simulated gameplay experience).
These results are impressive, but we seek broad state
coverage for much more recent games in much less time.
Dropping the requirement of learning a search-free action policy
allows us to operate under much shorter timescales (minutes
rather than days). For our applications, search is an entirely
acceptable strategy for reaching new states.
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>Intrinsically Motivated Automatic Play</title>
        <p>
          Montezuma’s Revenge is an Atari game that stands out as
particularly difficult for many deep reinforcement learning
algorithms because the rewards that motivate play (derived
from game score increases) occur so sparsely. In response,
researchers are starting to add extra rewards representing
intrinsic motivations (such as curiosity about infrequently
visited states) to existing approaches
          <xref ref-type="bibr" rid="ref6">(Bellemare et al. 2016)</xref>
          .
Although this might seem to distract from optimizing score,
it turns out to help agents discover new rewarding paths.
Further work has shown that exclusively using curiosity also
leads to favorable results
          <xref ref-type="bibr" rid="ref8">(Burda et al. 2018)</xref>
          . In each of these
projects, however, the primary metric used to argue for the
effectiveness of a method is to report the score associated
with the existing reward metric.
        </p>
        <sec id="sec-2-4-1">
          <title>1https://stella-emu.github.io/</title>
          <p>
            Intrinsic motivation for exploration is not a new topic,
even within applications to games
            <xref ref-type="bibr" rid="ref16">(Merrick and
Maher 2009)</xref>
            . Other work in AI is specifically oriented
towards mapping reachable spaces rather than learning
ideal behavior policies. Rapidly Exploring Random Trees
(RRT)
            <xref ref-type="bibr" rid="ref14">(LaValle 1998)</xref>
            and Probabilistic Roadmaps (PRM)
            <xref ref-type="bibr" rid="ref13">(Kavraki et al. 1996)</xref>
            are two such techniques originally
invented for assisting in motion planning for robotics.
            <xref ref-type="bibr" rid="ref5">Bauer
et al. (2012)</xref>
            introduced RRT to the technical games research
community in an application to level design feedback.
          </p>
          <p>
            Iterative widening is another such exploration technique
that has been applied to games. Previous work has shown
that, when operating over a set of predefined Boolean pixel
features, IW can achieve scores comparable to humans in
almost real time when it comes to playing Atari 2600 games
            <xref ref-type="bibr" rid="ref25 ref4">(Bandres, Bonet, and Geffner 2018)</xref>
            . Our work focuses RRT
over IW because RRT makes use of a continuous feature
space, exactly the type learned by Pix2Mem.
          </p>
          <p>
            In evolutionary computation, novelty search is the
paradigm that eschews optimizing a given fitness function in
favor of finding solutions that are different from those seen
before. Techniques such as MAP-Elites
            <xref ref-type="bibr" rid="ref19">(Mouret and Clune
2015)</xref>
            are explicitly designed to yield a large archive of
solutions with Quality Diversity (QD)
            <xref ref-type="bibr" rid="ref22">(Pugh, Soros, and Stanley
2016)</xref>
            .
          </p>
          <p>
            Rather than attempt to use intrinsically motivated
reinforcement learning techniques directly as exploration
strategies, our work focuses on using algorithms like RRT to reach
new moments in the game and understand how they relate
to one another. As in QD work, the emphasis is on the
resulting archive. For applications where training a policy is
the desired goal, archives of interesting moments found by
unrelated exploration strategies might provide a critical
efficiency boost for learning
            <xref ref-type="bibr" rid="ref3">(Aytar et al. 2018)</xref>
            .
          </p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Game Interface</title>
      <p>Rather than directly taking on the full complexity of a
mobile game platform like Android, we consider a sequence of
simpler game platforms. We start with Atari 2600 (a
secondgeneration game console), the platform commonly used in
recent deep reinforcement learning experiments. We end at
Nintendo 64 (fifth-generation), a platform that modestly
undershoots the technical specifications of low-end Android
devices. The feature most distinguishing the platforms we
consider from Android (aside from touch-screen controls) is
the lack of networking capabilities. For better or for worse,
many Android games are actually parts of larger distributed
systems. This means that we can save and restore game
states for earlier game contents (as required by MCTS-style
forward models) if we are willing to pay the time and space
cost of doing so. For Android, however, snapshotting the
state of an active network connection would be unrealistic.</p>
      <p>To interface with this broad range of game platforms, we
selected the BizHawk2 emulator. Maintained by the
toolassisted speedrunning (TAS) community, BizHawk offers
an extensive scripting interface which we can access via
Python. Depending on the complexity of the emulated
platform and the exploration strategy, one second of simulated
gameplay may take more or less than one second of
wallclock time—exploration need not occur in real-time.</p>
      <p>To define the space of possible actions for each platform,
we recorded ourselves playing a small number of games for
each. Most of our automated exploration strategies select
actions (controller input states) only from those represented in
this dataset.</p>
    </sec>
    <sec id="sec-4">
      <title>Exploration Strategies</title>
      <p>Each of our exploration strategies interacts with games in
BizHawk over time. They may configure the controller state
(defining which buttons are pressed) and advance the logic
of the game. Strategies can decide whether any frame they
experience is included in their output collection of
moments (represented as screenshot and memory state snapshot
pairs). Strategies may save and load any number of
snapshots they like.</p>
      <p>Attract Mode The first and simplest exploration strategy
we consider is associated with the concept of an attract
mode. Attract modes are a feature of many games derived
from arcade classics which played animations when idle to
entice players to walk up and insert coins. Attract mode
animations often show snippets of actual gameplay, profiles of
characters, or cut-scenes revealing pieces of the main plot.
In the case where gameplay is shown, the game is typically
executing almost all the same code as in interactive play and
a stored recording of representative play styles is seen. For
knowledge extraction purposes, these demonstrations are as
valid as those uncovered by interactive play.</p>
      <p>Our attract mode strategy sets the no-buttons-pressed
controller state and simply begins to advance game time by half
a second each step. Although this strategy yields very
interesting demonstrations of expert play and late-game content
for some games, for many others it leaves the game sitting
at an uninteresting screen that a human player would have
quickly dismissed.</p>
      <p>Human Volunteers Our next strategy reliably yields
samples of core gameplay behavior. We ask human volunteers
to play the game while recording their input stream as a
BizHawk movie. These BK2 files are a common medium
for sharing interaction traces in the TAS community. In our
experiments below, human data comes from players who
have usually never played the specific game before. In some
cases, our volunteers were not familiar with the language
of the text on the screen. For certain games in our
collection, there are numerous movies of expert play available for
download from the TAS community.3 For others, our team’s
first look at a game came from browsing the results of attract
mode exploration.</p>
      <p>To harvest a collection of moments from these
prerecorded movies, we play them back through BizHawk
keeping frames spaced half a second apart as in the
attract mode strategy. Our volunteers did not make use of
BizHawk’s save/load features to explore more thoroughly,</p>
      <sec id="sec-4-1">
        <title>2http://tasvideos.org/Bizhawk.html</title>
      </sec>
      <sec id="sec-4-2">
        <title>3http://tasvideos.org/Movies.html</title>
        <p>and they were not given any specific instructions about what
play style to use.</p>
        <p>Chaos Monkey Our volunteers noted that often random
button mashing was good enough to stumble through menus
they could not read. Our chaos monkey strategy is inspired
by the “UI/Application Exerciser Monkey” distributed with
the Android developer tools.4 This tool injects a
pseudorandom stream of input events (e.g. touch-screen actions)
and system-level events (e.g. incoming phone calls) into an
app under test in an effort to cause it to crash.</p>
        <p>Our chaos monkey exploration strategy samples
controller states according to a platform-wide distribution of
controller states fit to our human gameplay collections.
Actions are selected independent of the game, the contents of
the display, and of previous actions. Similar to the attract
mode strategy, we extract moments every half-second,
holding the controller state between steps.</p>
        <p>Many of our games require the player to hit the
controller’s START button at least once during traversal of early
game menus while not requiring this button later in play.
As a result, our baseline chaos monkey strategy sometimes
even triggers attract mode animations for failure to select
this very rarely used input configuration in time. Certainly,
there is much room for improvement.</p>
        <p>
          Rapidly-Exploring Random Trees Drawing on
statespace exploration algorithms developed for robotics, this
strategy uses the Rapidly-Exploring Random Trees
algorithm
          <xref ref-type="bibr" rid="ref14">(LaValle 1998)</xref>
          . RRT is designed for exploring
continuous state spaces of moderately-low dimensionality. In
an application to robot arm movement, the state of the arm
might be captured by joint angles. The ground-truth state
of our videogames, however, spans a very high-dimensional
discrete space:5 the possible configuration of each byte of
main memory and other subsystems. Even the space of
display pixels is another high-dimensional discrete space. In
response, we project screenshots into 256-dimensional
moment vectors using the Pix2Mem deep convolutional
network strategy
          <xref ref-type="bibr" rid="ref25 ref26">(Zhan and Smith 2018)</xref>
          . Pix2Mem is a
representation learning strategy in which the contents of memory
are predicted from screenshot pixels. The bottleneck layer
of this network serves as a compact, semantic representation
of what is happening in the screenshot.
        </p>
        <p>RRT works by growing a tree that captures how to reach
points of the game’s state space from some initial state (for
us, the moment the platform has booted with a game
cartridge installed). Nodes in the tree are previously seen states,
and edges (annotated with action sequences) describe how
to get from one state to another. The algorithm continually
picks a random goal location in the continuous moment
vector space, finds which existing tree node is closest to it, and
performs an action from that state in an attempt to get closer
4https://developer.android.com/studio/
test/monkey</p>
        <p>5Even though algorithms like IW can naturally operate on
discrete representations, these algorithms would not make use of the
knowledge implicitly represented in moment vectors to judge the
significance of observed differences in display pixels or memory
bytes.
to the goal. The resulting action and state form a new tree
edge.</p>
        <p>This strategy makes extensive use of the ability to save
and load game snapshots. To amortize the cost, the actions
available to our RRT strategy operate over many frames. If
snapshot loading were not available, states could be
recreated by replaying actions along their path from the root
node. In most applications of RRT, the selection of action
to take next is parameterized by both the current state and
the goal location. However, as in the chaos monkey
strategy, our baseline RRT strategy selects a random
humandemonstrated action and holds it for a half-second.</p>
        <p>In our work RRT functions as both a source of data for
knowledge extraction (producing screenshots and memory
states on which to train) as well as an application for
extracted knowledge (distances between moments in the game
are judged by the similarity of their moment vectors). An
experiment described later in this paper looks at the mutual
benefit between Pix2Mem representation learning and RRT
exploration.</p>
        <p>Meta Strategies The strategies introduced above offer
many opportunities for local improvements. Without
improving any individual strategy, we want to highlight how
elementary strategies might be synergistically combined.
When multiple strategies are applied to the same game, we
ask what one can use of another’s exploration results.</p>
        <p>Rather than always starting from the same boot state,
algorithmic strategies can be used to create branches off of
human volunteer data. Similarly, RRT can be modestly adapted
to produce rapidly-exploring random forests that branch off
of state-space bookmarks placed by other exploration
strategies. Rather than choosing actions independent of current
game/state/goal, data from other strategies might be used to
train a predictive model that selects a more relevant action by
looking at the moment vectors of the current and goal states.
One hybrid branching strategy is experimentally examined
later in this paper.</p>
        <p>
          Human volunteers, with access to a visualization of
moments extracted by other strategies, might be able to find
more interesting moments from which to start their own
gameplay. This visualization might take the form of a tSNE
          <xref ref-type="bibr" rid="ref15">(Maaten and Hinton 2008)</xref>
          plot of previously-seen moments
(making use of the rich moment vector representation).
Humans and algorithms together might be able to reach corners
of the space that neither would have explored on their own
in the same amount of total gameplay time.
        </p>
        <sec id="sec-4-2-1">
          <title>Exploration Metrics</title>
          <p>How should we judge whether an exploration strategy is
continuing to make progress or if one is making progress
more efficiently than another? We would like to be able to
directly observe how much territory is covered by a strategy
by consulting a map. In our work, the space of rich, semantic
moment vectors functions as this map.</p>
          <p>By contrast to reinforcement learning research, we should
emphasize that our goal is to assess the diversity of moments
an exploration strategy has extracted, not to judge its
gameplay behavior. Competent use of state saving/loading actions
is highly relevant to exploration quality while not actually
representing any in-game behavior at all.</p>
        </sec>
        <sec id="sec-4-2-2">
          <title>Measuring the Spread of Points</title>
          <p>Our preliminary exploration metrics are built on intuitions
for how we might explore a low-dimensional, continuous
space. Each moment extracted by an exploration strategy
represents a point somewhere in this space. Intuitively,
exploration strategies should produce a cloud of points that is
well spread out in this space. How should we measure this?</p>
          <p>One strategy is to draw an axis-aligned box (or
hypercube) around all of the points and then to report the area (or
hypervolume) of the box. As new points are explored and
dropped into this space, the box can only grow when points
fall outside the previous bounds, representing increasingly
wider coverage. To account for degenerate boxes (which are
well spread in some dimensions but not at all in others) we
report the sum of the lengths of the sides of the box rather
than their product. This is our bounding box sum metric.</p>
          <p>Another strategy pays less attention to extreme points and
more to the distribution of points within the cloud. We
propose to fit a (likely highly anisotropic) multi-dimensional
Gaussian distribution to the points. The directions of
maximal variation (derivable from the covariance matrix of the
point data) play a similar role to the sides of the bounding
box above, with variance being analogous to hypervolume.
Again, to account for potentially degenerate distributions
(for which the data is spread out only in a lower-dimensional
subspace), we simply sum the eigenvalues of the covariance
matrix (finding its nuclear norm) rather than forming their
product (the determinant). This is our nuclear norm metric.</p>
          <p>By contrast with the bounding box sum metric, the
nuclear norm metric may decrease as new points are explored
if those points are relatively more concentrated than the
initial set of points. This can happen for exploration strategies
that spend a long time in one game mode or screen after
initially traversing menus with rich visual variation.</p>
        </sec>
        <sec id="sec-4-2-3">
          <title>Embedding Game Moments into a Space</title>
          <p>Given that we can evaluate the spread of points in some
space, how do we embed explored game moments into that
space in the first place? A useful embedding function should
place similar moments nearby one another and dissimilar
moments far apart if our intuitions about the spread of points
are to be effective.</p>
          <p>
            Consider a game-specific embedding function for a game
like Super Mario World for the Super Nintendo
Entertainment System. In one three-dimensional embedding, we
might use one dimension to represent the game scene (an
ordered index of game menus and then sequential level
identifiers) and two more dimensions to represent the position
of the player character within that scene. As an exploration
strategy completes one scene and moves to the next, points
on a new plane are discovered and discontinuous movement
is represented in the positional dimensions. Although the
truth of which scene we are in and where our character is in
the scene could be computed from memory bytes, we
consider a more general family of game-specific embeddings. In
particular, we reuse the Pix2Mem embedding strategy (also
used in the RRT strategy above).
            <xref ref-type="bibr" rid="ref25 ref26">Zhan and Smith (2018)</xref>
            showed that this representation was useful for identifying
moments by scene as well as position within scene. This is
our game-specific embedding strategy.
          </p>
          <p>To compare exploration across games and across game
platforms, we cannot assume we have pre-established
gameplay datasets available to train instances of Pix2Mem.
Consider this game-independent three-dimensional embedding:
the average RGB color of display pixels. When characters or
other display elements move across colorful backgrounds by
small amounts, the average color will only change a bit (if
at all). Scene transitions, which might be marked by fades
and flashes followed by new screens with different
dominant colors, might be detected in this space. Three
dimensions is clearly too small to be useful (particularly
considering what flashes of all-white and all-black would do under
the bounding box sum metric), but we can still recover the
idea of a game-independent perceptual space. Recycling a
specific6 pre-trained neural network (the Inception-V3
network trained to convergence on ImageNet), we can embed
screenshots into a 1000-dimensional space. Even though the
output dimensions from this network are unrelated to the
objects appearing in our videogame screenshots, it still seems
to work in our experiments below. The all-white-all-black
catastrophe for the bounding box sum metric, in particular,
cannot occur with this embedding because the elements of
the embedded vector are constrained to always add up to
one. This is our game-independent embedding strategy.</p>
          <p>Fig. 1 compares our two spread metrics with two
embedding functions for a run of the human volunteer exploration
strategy. Using the game-specific embedding (Pix2Mem
trained on data from a longer human play session), each
key moment (identified by visual inspection of the
gameplay video) is associated with kinks in the graph for both
spread metrics. For the game-independent (Inception)
embedding, broad trends are somewhat preserved. The nuclear
norm metric temporarily decreases for the game-specific
embedding but not the game-independent embedding
because the game-specific embedding knows our human player
is still focused on one specific level for a long time while
the game-independent metric is presumably more sensitive
to background-art details that are scrolling by as the level
progresses.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Experiments</title>
      <p>This section describes experiments applying our exploration
quality metrics to our elementary exploration strategies.</p>
      <sec id="sec-5-1">
        <title>Core Gameplay Coverage</title>
        <p>Can our automated exploration strategies make progress
comparable to our human volunteers?</p>
        <p>Fig. 2 visualizes the game-specific nuclear norm metric
as a function of time for four exploration strategies. The
attract mode strategy never starts core gameplay, however
it does experience a short recording of example gameplay
in the game’s attract mode looping behind the main menu.</p>
        <sec id="sec-5-1-1">
          <title>6https://keras.io/applications/</title>
          <p>#inceptionv3
Chaos monkey manages to start core gameplay almost as
fast as the human volunteer, however it cannot sustain the
diversity of human-demonstrated moments. RRT starts slow
(often deciding to explore many moments selected from
the animated transitions between scenes during which the
player has no meaningful control) but eventually surpasses
the spread from the other methods. Trends indicate that RRT
would benefit from being able to explore for longer while the
other strategies (including our human volunteer, one of the
authors with imperfect gameplay skill) would not.</p>
          <p>In a qualitative analysis of the screenshots extracted
during exploration, we found that RRT could reach core
gameplay in Super Mario World within two minutes when started
from the game’s boot state. When started from the first
moment of core gameplay, RRT could finish the level within
five minutes (less than 600 tree-expansion steps). Results
like this encourage us to believe automatic exploration
could be very useful for testing modern mobile games on a
timescale that would be highly impractical for current deep
reinforcement learning approaches.</p>
          <p>This experiment anchors our exploration metrics in a
qualitative analysis of the modes and levels of one
wellknown game. In the remaining experiments, we do not
perform a qualitative analysis as even the authors are not
sufficiently familiar with the games in question to make a clear
statement about what level of exploration would be enough
for any given application.</p>
        </sec>
      </sec>
      <sec id="sec-5-2">
        <title>Bootstrapping Perception</title>
        <p>The experiment above executed RRT using a fixed
embedding based on Pix2Mem trained on previous human
gameplay for that specific game. Without falling back to a
gameindependent embedding (which would be reasonable
anyway), can automatic exploration data itself be used as a
source of training data for RRT’s visual perception model?</p>
        <p>In this experiment, we consider running RRT in the same
game for 15 minutes at a time using different screenshot
embedding functions. Our network starts untrained (weights
randomly initialized). Although this embedding function has
had no experience of the game under test (or any other game)
it still supports automatic exploration, albeit at reduced
efficiency. After the time is up, we incrementally train our
network on the results of exploration run and discard the
tree structure. We repeat this process of exploring and
retraining several more times. Even though the final run of
the algorithm still experiences only the same amount of
total gameplay time and starts from the same initial state, it
makes better progress through the game as a result of a
better (game-specific) visual perception model.</p>
        <p>Fig. 3 shows the Inception7 nuclear norm metric for four
runs of RRT. Notice how more perceptual experience allows
the fixed algorithm to explore both faster and deeper. The
fact that the bulk of the gains are made after just the first
15 minutes of gameplay experience is promising for the use
of game-specific embeddings even for games no human
reviewers or testers have yet played (as in the app testing
scenario).</p>
      </sec>
      <sec id="sec-5-3">
        <title>Cooperation between Strategies</title>
        <p>On a fixed budget, how should resources be allocated
between different exploration strategies? Fig. 4 compares
equal-time applications of chaos monkey and RRT with a
hybrid strategy that switches from chaos monkey to RRT at
the midpoint. The hybrid uses 100 randomly selected chaos
monkey results to seed a forest of trees. As above, we show
the Inception nuclear norm metric. Surprisingly, the hybrid
strategy directly benefits from the quick start of chaos
monkey while retaining the growth trend from RRT. The hybrid
strategy covers more ground in equal time. In this case, only
the set of seed states for exploration has been recycled, not a
learned knowledge representation trained from chaos
monkey’s experience. In the previous experiment, we preserved
the perceptual knowledge and not the concrete seed states.</p>
        <p>7We used a game-independent metric for this experiment to
avoid any confusion with metrics that might themselves be based
on exploring this specific game</p>
      </sec>
      <sec id="sec-5-4">
        <title>Performance across Games and Platforms</title>
        <p>Our final experiment compares the performance of our
elementary exploration strategies across a number of
commercial games selected from different BizHawk-supported game
platforms. Because we use the same metric for each game
(Inception nuclear norm after 10 minutes of simulated
gameplay), scores may be compared across games and platforms.
However, the range of scores depends both on game design
issues (such as the degree to which the Inception network
distinguishes visual variety in the game’s display and how
much variety can actually be experienced in just 10 minutes)
and the utility of the exploration strategy. For randomized
exploration strategies (chaos monkey and RRT), we average
the score for 10 exploration runs.</p>
        <p>Fig. 5 samples games from Atari 2600 (128 bytes of
memory), Game Boy (8 KiB), Super Nintendo (128 KiB), and
Nintendo 64 (4 MiB). Notably, it is possible to surpass
human exploration quality in some games, and no single
strategy consistently out/under-performs others. From our
bootstrapped perception experiment above, we know RRT has
a slow start, particularly on the 10-minute scale and with
a poor perceptual embedding (it uses the 1000-dimensional
Inception embedding space in this experiment). We find
these results encouraging for the possibility that modest
improvements to our baseline strategies could yield
humancomparable exploration on similar timescales.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>We introduce the problem of automatically exploring a
game’s state space with the goal of extracting a useful
semantic map on timescales comparable to human playtesting
efforts. We introduce elementary exploration strategies and
demonstrate their application on a array of games and game
platforms. To quantify exploration progress, we define four
quality metrics that reveal different aspects of exploration
patterns while exploiting pre-existing reference data when
available. To compare exploration efficiency with human
playtesters, we propose to compare quality metrics as a
function of the total gameplay time used in exploration.
Experimentally, we demonstrate that with a very modest amount of
gameplay time, automatic exploration strategies can reach
interesting gameplay moments (such as the completion of
the first level in Super Mario World), bootstrap their own
game-specific perception models, and leverage data
produced by other exploration methods. Finally, we offer the
first comparison of exploration progress across multiple
games and platforms using a single platform-independent
metric.</p>
    </sec>
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