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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Game Mechanics Generation. A Progress Work In</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jorge Ruiz Quin~ones</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio J. Fernandez-Leiva</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Malaga Department Lenguajes y Ciencias de la Computacion, Universidad de Malaga, Andaluc a Tech</institution>
          ,
          <addr-line>Malaga</addr-line>
        </aff>
      </contrib-group>
      <fpage>57</fpage>
      <lpage>70</lpage>
      <abstract>
        <p>As part of a more general research, this paper presents a work in progress experiment for generating videogame mechanics and rules in a fully procedural way. A practical application of the detailed theoretical approach is also detailed as an experiment based on a genetic programming algorithm that allows to generate new video game speci cations ful lling the most important aspects highlighted by the game designers. To meet those requirements, we take advantage of the potential of the new features included in the last version of Xml-Based Video Game Description Language (XVGDL), termed XVGDL , and the corresponding advances in the XVGDL Game Engine (XGE ). Taking advantage of both tools, the execution and the evaluation methods are about to be included in the experiment making the process to be performed without any human intervention. We expect to have new videogame speci cations as the output of the process, created according initial requirements and designers' needs, with a minor e ort of programming.</p>
      </abstract>
      <kwd-group>
        <kwd>Game Mechanics</kwd>
        <kwd>Game Generation</kwd>
        <kwd>Video Game Description Language</kwd>
        <kwd>Video Game Engine</kwd>
        <kwd>Video Game evaluation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>This work in progress is framed into a more general research in the eld of
video game de nition languages (VGDL) and could be considered as a particular
case of procedural content generation (PCG) (although it will be focused on
non-visualization components). Applying di erent computational techniques for
generating game content directly related to the graphics or visualization{such
as maps, levels or game components{is one of the most common approaches.</p>
      <p>In this research, we are focused as well in other non-visual aspects of the game
like game mechanics, game rules or game end conditions. After developing a
new VGDL called Xml Video Game Description Language (XVGDL ) and the
corresponding Game Engine supporting XVGDL game speci cations (XGE), at
the moment, just intended to be a basic game engine to allow to play XVGDL
game speci cations, the research is currently in a experimental phase in which
some experiments are being performed to demonstrate and take advantage of
the XVGDL and XGE features.</p>
      <p>
        The interested reader is referred to [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], where more details and the
advantages in usingXVGDL over other existing approaches are widely exposed.
      </p>
      <p>Copyright © 2021 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).</p>
      <p>At this point of the global research, we can highlight the following aspects:
{ XVGDL is a complete VGDL with powerful features to take advantage of
and contributing some improvements compared to other existing VGDLs
implementations.
{ XGE is a complete functional game engine with research purposes that allows
to execute XVGDL speci cations and provides great feedback to evaluate
games' speci cations.
{ XVGDL and XGE are already implemented and presented. Used together,
they are a powerful tool to develop real experiments that can de nitely
contribute during the game design phase, providing the game designers useful
information and feedback during the game play and after game executions.</p>
      <p>The new step in our research path is, using both XGE and XGE features, to
provide a software that will be able to generate game mechanics. As a general
concept, that can be understood as generating new games as they will be
potentially di erent games one from each other. This is actually a previous stage to
generate full games automatically, including some other concepts like graphics,
maps/levels de nitions, game objects, etc . . .</p>
      <p>This work in progress presentation is structured as follows. In section 2, the
state of the art is exposed including some of the most relevant related works
and also explains more in deep the XVGDL and XGE features that allow to
evaluate and optimize video game speci cations. Following, section 3 and its
di erent subsections explain in detail the approach that we are following to
generate game mechanics and how the genetic programming algorithm is developed
to help on the main goal of the experiment. In particular, in subsection 3.3,
the practical experiment approach is described including the requirements, the
algorithm implementation and the expected outputs in the latest subsections. In
subsection 3.6 we analyze then the expected outputs and how this experiment
can contribute to the community. Last section 4, nally presents the conclusions
and future work, mentioning the following steps to complete the global research
project and the aspects to continue improving XVGDL and XGE .
2</p>
    </sec>
    <sec id="sec-2">
      <title>State of the Art</title>
      <p>Bio-inspired algorithms and, in particular, genetic programming (GP) has been
widely used in many di erent research and engineering areas, including lots of
many real examples and applications of this technique. Studies and researches in
the computer games (videogames) eld are not an exception in this sense, and
we can nd also existing works that take advantage of the GP features.</p>
      <p>
        Focusing on computer games eld, GP has been applied to agents [
        <xref ref-type="bibr" rid="ref1 ref11 ref6">6, 11, 1</xref>
        ],
modeling [
        <xref ref-type="bibr" rid="ref4 ref8">8, 4</xref>
        ], machine learning [
        <xref ref-type="bibr" rid="ref12 ref19">12, 19</xref>
        ] or procedural content generation [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ],
to mention some of the existing works. This proli c production demonstrates
that GP applied to any di erent area or research eld in games or computer
videogames is a really promising and powerful technique to proceed with
experiments of di erent nature (di erent areas/sub-areas) and get an interesting and
valuable output to be analyzed.
      </p>
      <p>
        Getting deeper into game mechanics sub-area inside games research, many
recent publications about this topic can be found, but at the moment, it is
di cult to nd works directly related to game mechanics generation. Some of
the most interesting works in this particular area are related to game mechanics
modelling and how they a ect somehow to the players [
        <xref ref-type="bibr" rid="ref14 ref16 ref2 ref7">2, 16, 14, 7</xref>
        ] and also works
more focused on practical applications like [
        <xref ref-type="bibr" rid="ref15 ref18 ref20 ref21">15, 21, 20, 18</xref>
        ]. Last, worth to mention
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] as a particular important contribution in the scope of our research, exposing
tools to manage dynamics in n-player games of di erent nature.
      </p>
      <p>
        As stated, there are many di erent approaches that contribute so much to
the community, although it seems less common to nd game mechanics (game
design) generation approach using Genetic Programming (GP). As an example,
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] is focused on generating card games. This is a promising study to validate
the approach of trying generating di erent kind of games using GP. Applying
genetic programming to this particular eld, would be a nice new contribution
of this work.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Generating Game mechanics</title>
      <p>
        As stated in the previous chapter, Game mechanics in general represent a very
interesting and active game component to study. The research on game
mechanics can be done from many di erent approaches, ranging from theory to practical
applications. As aforementioned, we can not easily nd works that are fully
focused on game mechanics generation automatically and, as a consequence, there
are just a few approaches to generate complete games, as an example [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. We
consider this aspect as a core point to nally be able to generate complete games
in an procedural way, which is also in our research.
      </p>
      <p>The main reasons and barriers that we nd in order to develop a game
mechanics generator include the following points:
{ There is no standard VGDL that allows to extend the research in this and
other related elds. This makes the advances to be so slow and so coupled
to a concrete solution.
{ There is no current approach that allows to test and experiment for games
of di erent nature. The point here also is that the existing works in this eld
are heavily tied to a concrete example or implementation of a game, making
it di cult to be extended.
{ Evaluating the computational creations is not a easy task to be performed
in a procedural way, and that is a key part of the whole process. A reliable
way to evaluate games is needed to automate the game generation process
and, in particular, the game mechanics generation.</p>
      <p>The lack of having an standard way of describing game speci cations or
in particular, game mechanics, is in our opinion, the most important barrier to
cross. In this sense, the publication of XVGDL has been great contribution as the
majority of those problems, making possible to extend the research in elds like
game mechanics, without focusing on other points, like describing or specifying
a game, an example to use, a game engine to execute, etc...</p>
      <p>With previous experiments and researches, it has been demonstrated that
XVGDL and XGE are a really useful tools to explore and can contribute so
much with their potential and, with this new work, we want to give a new step
forward in this eld, making possible to create mechanics and/or games, taking
advantages of the mentioned researches. In the next sub-section, the process of
generating game mechanics using an XVGDL approach is fully detailed.
3.1</p>
      <sec id="sec-3-1">
        <title>The XVGDL approach to generate game mechanics</title>
        <p>Given the ability we have to specify very di erent parts of a game at the
content, visualization or mechanics level, this work in progress presents a procedure
that allows to generate parts, or even complete, videogames speci cations using
XVGDL . Chasing the idea of applying a genetic programming (GP) technique
and taking advantage of the XVGDL nature, an speci cation can be easily
interpreted as a tree, by the inherited representation of an XML itself. At rst, it
seems a feasible solution to apply GP to nd new solutions (speci cations) that
represent new games.</p>
        <p>For our case of study in particular, the XVGDL has by de nition an structure
which is really likely to be applied to a GP approach. XVGDL (based on XML
language) can be easily transformed into a tree representation. Also, di erent
nodes or even complete branches can be de ned so they can be t perfectly with
the GP de nition, being used in the di erent GP algorithm phase.</p>
        <p>Being XVGDL a concrete implementation of the eXtensible Markup
Language (XML), it can therefore easily be interpreted as a tree structure. The
Document Object Model (DOM) is the foundation of XML documents have a
hierarchy of units called nodes. DOM, is a way of describing the nodes and the
relationships between them. A DOM document is a collection of nodes or pieces
of information organized in a hierarchy.</p>
        <p>If we interpret an existing speci cation of a game in XVGDL language
taking into account these mentioned characteristics, we could easily represent the
speci cation in the form of a tree and, in addition, separating the XVGDL nodes
theoretically and by concepts as indicated in the Figure 1.</p>
        <p>As it can be appreciated in the Figure 1, all the information of a speci cation
of a game in XVGDL would be lower in the hierarchy of each of the main nodes
represented in the image. In addition to the main parent node, at the rst level
of the hierarchy, the detail of each of the levels represented is speci ed below:
{ Structural Information: At this level, all XVGDL nodes related to the
structure of the game, its maps, levels, screens or its controls, as well as the
general properties that are established, are represented.
{ Graphic Information: From this level, all XVGDL nodes related to graphic
aspects would hang. We talk, for example, about details at the renderer level,
the bitmaps associated with each of the game objects or the screen layout.
{ Mechanics Information: All XVGDL nodes related to game mechanics. This
node would be much more extensive in depth including game rules, end
conditions, game states, the objects present in the game and events.
{ Arti cial Intelligence (AI): Considering it has importance enough to have its
own node. AI sub-tree includes all the information and speci cations related
to agents and AI applied to any object in the game. It also includes all
di erent AI implementations not directly related to an object, but a ecting
somehow during game play. As an example, an algorithm implementation
to set the weather conditions during the game play or the game di culty
according to the player conditions and behaviour.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Representation of XVGDL elements in a tree.</title>
        <p>We have seen, in general terms, how we could conceptually group XVGDL
elements in four di erent dimensions. From these nodes, let's call them main, in
general the intermediate nodes will represent concepts (existing elements/tags
in XVGDL ) as well as their properties. To complete the tree, the leaf nodes will
represent speci c values for each of the properties of the parent node. Each leaf
node will have a value in relation to the parent node it represents.</p>
        <p>As an example, in Figure 2, the representation of a bitmap element de ned
in XVGDL is detailed from the following code:
1 &lt;bitmap id='PlayerRunning' file='/bitmaps/player-running.png' /&gt;</p>
        <p>In Figure 2, the blue Bitmap node represents an element of the XVGDL .
The red nodes named id and file represent properties of the parent node. The
leaf nodes, in green, represent speci c values of these properties.</p>
        <p>Following the same color code represented in Figure 2 (blue for components,
red for attributes and green for values), another bit more complex case is
represented in Figure 3, which shows graphically the tree representation of the
following XVGDL code: :
1 &lt;rule name="eatSmallDot" type="collision"&gt;
2 &lt;ruleAction objectName="pacman" result="score-up" value="100" /&gt;
3 &lt;ruleAction objectName="smallDot" result="disappear" /&gt;
4 &lt;/rule&gt;</p>
        <p>Following this type of representation and given the four main nodes from
which the information hangs (structural, mechanical, IA and graphic), we can
represent an entire speci cation in the form of a tree and work with it in a future
genetic programming experiment.
3.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>Designing the experiment: Generating Game mechanics</title>
        <p>
          Supporting the underlying research, a practical experiment was conducted to
demonstrate the potential of this approach and also to be able to extract valuable
information about the game design in a particular case, using an speci cation
of the Pacman [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] videogame as test bench.
        </p>
        <p>As aforementioned, the main idea of this global research is to generate full
games from scratch (or at least, with a minimum e ort of development), but at
this point, we are focusing on the game mechanics and game rules. That means
that the whole game generation is not covered.</p>
        <p>This approach will allow us to create new game speci cations including new
mechanics. Practically, this means we can create new games. Not only that,
but also if we apply the same solution to all the elements in the XVGDL tree
representation, is easy to extrapolate it to di erent nodes in the tree, that is,
covering not only mechanics but also other game components.</p>
        <p>As discussed above, an algorithm can be perfectly applied to any part of
the speci cation. As a future opportunity to explore, it would be a matter of
deciding what elements we are going to consider in a future experiment to allow
applying the same idea (GP approach) to generate other di erent videogame
speci cation components. With the theoretical approach, the representation and
division that we have detailed in the previous sections, we can easily proceed
to other game components, being important in this particular work to limit the
generation for the experiment. We have identi ed the components or sections
where the algorithms can be applied, in such a way that we can complete the
game generation, dealing with the following points globally or individually:
{ Generation of game mechanics (Main mechanics node), covered by this work
making possible to generate di erent games with a base set of components.
{ Generation of game's components at a visual level (Main graphics node),
covering all generation of graphics and visual components of a game.
{ Generation of game's levels and/or maps (Main structure node), automating
the creation of new game maps or levels.
3.4</p>
      </sec>
      <sec id="sec-3-4">
        <title>Requirements</title>
        <p>To carry out the generation of game mechanics we should have the following
elements:
{ A seed, that is to say, a base version of a game, from which we could generate
the part that interests us. It could be as basic as we want, thus being the
more complex generation process, or we could have a seed in which the
structural and graphic information is de ned and is immutable, and we apply
the generation only at the level of nodes related to mechanics.
{ A repository containing an initial set of rules, termination conditions and
events.</p>
        <p>At this point we need what we call a Primary Data store. This is important
in order to make sure the generated games (experiment outputs) will be correct
and valid in terms of game speci cations. That means that the games will have
sensible rules and mechanics, end conditions to make sure the game will nish
and some basic de nitions, assuring the game can be executed properly.</p>
        <p>So, the main requirement now before starting the generation experiment will
be to make sure we have a data store, keeping an initial set of rules (mechanics)
and end conditions, as well as basic game de nitions. Taking advantage of the
current development, of XVGDL and XGE , we have created a simple process
that ful lls the data store as needed. Di erent combinations of all possible values
for rules and end conditions are performed in order to have the rst base set of
rules. As aforementioned, basic game speci cation (for Pacman in this case) has
also been used to store a base game de nition which will be evolved to a variant
of the original video game using the GP approach. To make sure the data store
is accessible from di erent sources, at the moment, data is stored using three
di erent sources of information, a relational data-base, a local data set (in les)
and a secured access to a S3 bucket from AWS. Figure 4 expose graphically
this procedure and the communication between di erent stacks involved in the
videogame mechanics generation process.
As already explained, the implementation approach is to use GP,
implementing an algorithm that, starting from a seed, will nd for di erent interesting
videogames' speci cations, according to previously de ned requirements. The
initial seed can be already described (con gured) or even can be generated from
the aforementioned repositories, at last, it will be the base game to evolve. The
base seed will be slightly modi ed to make sure we have an interesting
population to start the algorithm. This is performed using a simple software in charge
of generating new values for the base speci cation de ned nodes. Once the
initial population of speci cations are obtained, those must be transformed into
the tree form, as detailed in sub-section 3.2 making possible then to apply the
main steps de ned by a genetic programming algorithm. In a general way, we
have de ned the following operations:
{ Selection: We would apply an evaluation function to each of the solutions
found. Is part of this experiment to de ne a tness function to evaluate each
possible solution, focusing in parameters that can be de ned by the game
designers before starting the experiment. Aspects like wining/loosing the
game, time to complete, number of lives remaining, etc... will be considered
to create the tness function.</p>
        <p>Crossing: From the population of speci cations that we have at a given
moment, the crossing of individuals could be done by exchanging leaf nodes
(values) for certain aspects of the game, or directly exchanging sub-trees
that represent a speci c structure, including elements and their values.
Mutation: We could drastically change a complete branch of a tree from
the elements that we have in the repositories or change leaf nodes (values)
for distant values (within the allowed ranges).</p>
        <p>From the crossover and mutation operations, we would have solutions that we
could evaluate thanks to the tness function that we de ne and applying the
characteristics of XVGDL .</p>
        <p>Somehow, even not starting from speci c game requirements, we could have
very di erent games visually, structurally and mechanically, always starting from
some generic objectives to be evaluated, such as the total playing time,
assessment of victory player, di culty level, etc.
3.6</p>
      </sec>
      <sec id="sec-3-5">
        <title>Expected results</title>
        <p>The main output of this experiment will be di erent videogames' speci cations
that, starting from a base game and given initial designers' requirement, are
valid and complete, in such a way that they are playable games, using XGE ,
the game engine interpreter of XVGDL game speci cations. It is important to
highlight here the following aspects.</p>
        <p>{ During the experiment, we will apply a tness function to every single
solution guided by the designers' criteria in such a way that we will nally
have videogame speci cations that will maximize the designers' initial
requirements.
{ The output, which will be a population of videogames, will nally represent
game speci cations that can end up in completely di erent games one from
each other, as eventually, the rules and mechanics will be di erent for each
solution.</p>
        <p>It is important to point as well that this work is not oriented to nd the best
solution (best game speci cation in this case) as there is no such solution. The
main idea is to nd a set of solutions, ful lling some initial requirements, making
sure the games are playable (correct). A solution is not better than other, but
the output will help designers to de ne and describe new game speci cations,
according the ones obtained for the nal population. Even those nal speci
cations could be then gathered into a single game speci cation, just taking into
account the most promising game mechanics and rules from each of them.</p>
        <p>We have covered game mechanics and rules but as the XVGDL is easily
transformed into a tree, the whole game generation is a feasible future opportunity
to explore.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusions and future works</title>
      <p>In this work, we are taking advantage of the already implemented and presented
XVGDL and XGE . With this experiment, we demonstrate the important
contribution and a bunch of possibilities open using those tools. This research path is
a really promising branch, opening many di erent new opportunities for future
researches.</p>
      <p>Although GP is widely used in videogames research elds, generating game
mechanics automatically will be a great contribution as there is not so much
work in the library in regards to this particular sub-area.</p>
      <p>During the paper we have also mention how this proposal can be applied to
other game spec cations' components, not only considering game mechanics. The
process detailed here can be extended to maps/levels, AIs and other graphical
components. In this sense, we consider this work as a core point to nally be able
to generate complete games in an procedural way, which is also in our research
path. This, or a similar proposal, can be used for future implementations to
keep the same approach in generating graphics or structural components of a
videogame, completing the full automatic generation.</p>
      <p>The evaluation of these computational creations is a key factor to consider
here, as we need to ensure that the solutions accomplish the designers' speci
cations and requirements. Previous works optimizing game speci cations with
XVGDL and XGE , cleared the way to perform these evaluations and allow us
now to perform this work with key tools, ideas and providing a good level of
reliability.</p>
      <p>Algorithm performance and data will be analyzed once the executions will
be nished. Hopefully, GP will be a good approach to get the expected output,
although applying some other search techniques or approaches will be evaluated
for future experiments.</p>
      <p>We consider this work as a core point to nally be able to generate complete
games in an procedural way. While this idea needs to be investigated yet, this
work will contribute so much to the automatic complete videogame generation,
together with the other approaches mentioned in the paper.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgements</title>
      <p>This work has been supported by Spanish Ministry of Economy and
Competitiveness (MINECO) projects: EphemeCH (TIN2014-56494-C4-1-P), and
DeepBio (TIN2017-85727-C4-1-P) { Check: http://blog.epheme.ch and http://
blog.deepb.io {, and Universidad de Malaga, Campus de Excelencia
Internacional Andaluc a Tech.</p>
    </sec>
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