<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Design Considerations for Creating AI-based Gameplay</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ben Samuel</string-name>
          <email>bsamuel@cs.uno.edu</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mike Treanor</string-name>
          <email>treanor@american.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Joshua McCoy</string-name>
          <email>jamccoy@ucdavis.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>American University</institution>
          ,
          <addr-line>Washington, DC</addr-line>
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of California</institution>
          ,
          <addr-line>Davis, Davis, CA</addr-line>
          <country country="US">USA</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of New Orleans</institution>
          ,
          <addr-line>New Orleans, LA</addr-line>
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Artificial Intelligence has been applied tomany facets of the game design and development process. Though this has led to many advances in games and AI research, there remain few examples of games in which play centers around engagement with AI processes: the design space of AI-based games remains underexplored. By examining a breadth of playful experiences through different lenses, it is determined that games which forefront AI are beneficial for players, designers, and for the field of game scholarship itself. Moreover, there is evidence that symbolic approaches (rather than statistical) lend themselves to experiences with more agency, greater human interpretability, and more controlled authorability.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Artificial I ntelligence i s u sed i n m any a spects o f t he game
design and development process and is also a central part of
gameplay. While there is much research in AI and games,
there are aspects of game AI that are still not well
understood and are critical to our understanding of games,
gameplay, and design. Recently, the range of AI techniques used
for game AI research clusters around machine learning and
statistical approaches, and while this lead to considerable
advancements in areas such as player modeling, procedural
content generation, natural language interfaces, and other
areas, the use of AI as a core part of gameplay is not frequently
addressed in depth.</p>
      <p>
        Games that make AI available for the player to
interact with and also understand were have referred to as
AIbased games (Eladhari et al. 2011)
        <xref ref-type="bibr" rid="ref12">(Treanor et al. 2015)</xref>
        .
These games can offer representations of complex
phenomena such as social dynamics, have the potential to provide
customizable narratives and events that adapt in real-time
based on players’ predilections, and can serve as tools and
authoring systems that enable and inspire users to engage in
self-expression and produce creative artifacts of their own.
Frequently, the successful play of these games depends on
the player developing a robust and somewhat accurate model
of the underlying processes of their AI systems. We
envision a world with more AI-based games that challenge
existing gameplay conventions and help to explore the human
experience. For this world to exist, there needs to be more
technical, theoretical, and practice-based research.
      </p>
      <p>This paper aims to promote AI-based game design
research by laying out a roadmap to the techniques and
challenges within the space. We do so by first identifying
where exactly AI-based game design exists within the space
of AI research and application in game development. We
make this step not to discourage work in the other areas of
the space but to identify and emphasize that the space of
AI-based game design is under-explored. In the following
section, we describe several aspects of games—such as a
game’s agency and intepretability—in which AI influences
the experience of both authors and players and how
different approaches to AI influence them. The two general
approaches we focus on are the broad areas of statistical and
symbolic AI. We make these distinctions because we
believe that symbolic approaches will promote good design,
and we intend to push gently against the current focus on
statistical methods. In the last section, we soften the
dichotomy and present a comprehensive view of hybrid
approaches that acknowledges the strengths and weaknesses
of both approaches. When taken as a whole, these
contributions present a vision for future research into AI-based game
design.</p>
    </sec>
    <sec id="sec-2">
      <title>A View on AI in Games</title>
      <p>
        As much as the authors might like to refer to “AI in Games”
and leave it at that, that phrase inadequately captures the
diverse stages of game development and the varied ways
artificial intelligence is applied to them. To focus the conversation
of this paper, the authors first present a novel view on
artificial intelligence in games: two axes that form a graph
featuring the placement of different aspects of game design and
game development. This is an extension of previous writing
on AI-based game design
        <xref ref-type="bibr" rid="ref12">(Treanor et al. 2015)</xref>
        (Eladhari et
al. 2011), which we will soon see, has traditionally focused
on the upper-right quadrant of this new model.
      </p>
      <p>To understand this model, we must first understand the
axes. One axis is the designer-centric Surface / Background
axis. The other axis is the player-centric Mental Model axis.
Upon this model, we place elements of the game
development process that have had (or could have) artificial
intelligence techniques applied to them. Note that any given
individual game could occupy multiple places on this graph if
AI was used in multiple aspects of its development.</p>
      <sec id="sec-2-1">
        <title>The Surface / Background Axis</title>
        <p>The Surface / Background Axis captures the notion of where
in the artificial intelligence is applied to the game. If we
think of game development as a pipeline, there are many
stages to the process. Some of these stages include the
initial brainstorming and ideation of pre-production,
development of the game, marketing the game, and post-production
upkeep and content drops (e.g., new DLC and other
expansions in the currently popular “games as a service” model,
maintaining servers for multiplayer components, etc.).
Techniques that are considered “high-surface, low-background”
are incorporated into the actual act of play itself and directly
affect or influence the player experience while playing.
Crucially, “high surface” techniques are also capable of being
influenced by a player’s play as well–thus, they can
influence and be influenced in turn. Application areas considered
“high-background, low-surface” are peripheral to the act of
play but are indeed no less critical to the process of game
development.</p>
        <p>
          To illustrate this, let us look at the game Left 4 Dead
          <xref ref-type="bibr" rid="ref8">(South 2008)</xref>
          . The AI systems of Left 4 Dead (Booth 2009),
and in particular, its AI Director, would rank highly on the
surface dimension. Every time the player plays, it actively
shapes their experience, modulating the number of enemies
and equipment in the scenario to evoke a continuously
tensebut-fair match. An element ranked lower on the surface axis
is the game’s matchmaking system (or, indeed,
matchmaking systems of multiplayer games in general). Certainly, the
other players that a player is matched up with (or matched
against, in competitive multiplayer games) will directly
influence the game playing experience (i.e., ’high surface’).
However, it is a decision made at the outset of the match and
then statically set in stone for its duration, outside of player
influence (beyond the player’s accumulated MMR, ELO, or
other scores that the player has garnered through previous
play sessions
          <xref ref-type="bibr" rid="ref9">(Suznjevic, Matijasevic, and Konfic 2015)</xref>
          ). A
low surface / high background aspect of these games would
be player telemetry (Nguyen, Chen, and El-Nasr 2015):
capturing, logging, and analyzing button clicks, menu
navigation, etc. This work has applications at several levels of the
game development process, from user and player research
for game design (Gagne´, El-Nasr, and Shaw 2011) to
ensuring player retention for monetization
          <xref ref-type="bibr" rid="ref17">(Weber et al. 2011)</xref>
          .
Though the financial well-being of a developer
undoubtedly indirectly affects and influences the player experience,
these ’behind the scenes’ measures do not directly affect the
player’s gameplay experience.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>The Mental Model Axis</title>
        <p>The first axis roughly corresponds to applications of
artificial intelligence on different parts of the game development
production process. The Mental Model Axis shows how
different forms of artificial intelligence might be present in
the player’s mind. We refer to this as the mental model
axis to speak to how much the player’s experience of play
is affected—and, more specifically, rewarded—by devoting
the energy required to construct a mental model of how the
underlying AI systems of the gameplay experience work.</p>
        <p>
          The presence of an AI system in a playable experience is
insufficient to guarantee that a player will be incentivized to
develop this mental model. Wardrip-Fruin’s Sim City Effect
          <xref ref-type="bibr" rid="ref16">(Wardrip-Fruin 2009)</xref>
          discusses the process of a player
discovering the contours of a system through play. Though they
may never fully learn all of the intricacies of the underlying
system (nor learn enough practical city management for an
actual mayoral bid), they might slowly piece together small
connections of the greater system. Examples of these effects
are industrial zoning and police stations on crime or the
relative impact roads and railways have on pollution. These
small revelations accumulate into the player being able to
design cities that achieve their own particular goals. This is
in contrast to Wardrip-Fruin’s Tale-Spin effect, which
describes experiences with rich and complex underlying
systems that are manifested via a surface layer presentation so
simple it dissuades players from believing a sophisticated
system even exists.
        </p>
        <p>A visualization of these two axes is featured in Figure 1.</p>
      </sec>
      <sec id="sec-2-3">
        <title>Quadrant Descriptions</title>
        <p>
          The upper-left corner describes applications of artificial
intelligence that directly affect the gameplay experience but
require minimal mental modeling by the player. Many
procedural content generation systems, in which the generator
is run once and then left to explore, fall under this
heading. Examples include Minecraft and other mining games
(Kreminski and Wardrip-Fruin 2018), the map generation,
procedurally generated sound, and many other applications
          <xref ref-type="bibr" rid="ref10">(Togelius et al. 2011)</xref>
          .
        </p>
        <p>
          The lower-left corner describes applications of artificial
intelligence that do not affect the player, nor do they directly
influence gameplay. Uses of AI in this quadrant are
concerned mainly with the business of game development. As
previously referenced, gathering user data for player
retention purposes and monetization would fall into this quadrant
          <xref ref-type="bibr" rid="ref17">(Weber et al. 2011)</xref>
          . This is undoubtedly an exciting and
lucrative application area for many artificial intelligence
techniques but is not the focus of this paper.
        </p>
        <p>
          The lower-right quadrant contains application areas of
artificial intelligence that could potentially reward the astute
player but are designed not to be interactive. One
example of this is the Matchmaking system that exists in many
games. Systems of this type are a means to an end; they
ferry the player to the next match. However, even an
innocuous system can lead players to intentionally throw matches
to artificially lower their matchmaking ranking, thus
enabling them to face the strings of easier opponents.
Similarly, MOBAs and other team-based games have had to find
solutions to draft dodging. Telemetry and analysis of user
play traces have been conducted to help inform the
development of matchmaking services
          <xref ref-type="bibr" rid="ref13">(Ve´ron, Marin, and Monnet
2014)</xref>
          . Non-AI mediated ranking measures in eSports face
their own challenges
          <xref ref-type="bibr" rid="ref11">(Carter and Gibbs 2013)</xref>
          .
        </p>
        <p>
          The upper-right quadrant is the quadrant that the authors
call for more people to explore; the type of game previously
discussed as AI-based games. These are aspects of
gameplay informed or enabled by artificial intelligence that
players interact with directly, and for which the experience
depends upon the player developing a mental model of these
systems through play. Game experiences such as The Sims
(Maxis 2008), Dwarf Fortress
          <xref ref-type="bibr" rid="ref4">(Adams and Adams 2006)</xref>
          ,
and Fac¸ade (Mateas and Stern 2002) all reside here. Though
previous quadrants represent applications of AI within a
game, here we are referring to games as a whole. These
are playable experiences whose AI Systems are core to their
character; the line between the overall game and the
underlying AI system is blurred. It is the vision of the authors that
this quadrant needs significantly more research devoted to it
to be fully explored.
        </p>
        <p>The following section presents a comparative approach to
different AI techniques and how the same ’underlying’
experience might be radically different based on the AI technique
employed to enable it.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Comparative Analysis of the Use of Different</title>
    </sec>
    <sec id="sec-4">
      <title>Approaches to AI in AI-based Games</title>
      <p>The overall goal of this paper is to advocate for and
facilitate the creation of games that use AI within the
surfacelevel/requires a mental model quadrant described above (i.e.,
AI-based games). Such games involve players directly
engaging with the AI as part of their aesthetic experience, and
this section lays out several ways that the use of AI
influences that experience. Throughout the section, we compare
two broad categories of AI: statistical and symbolic. We
realize that these categories can be blurred (the next section
goes into more detail), but we found it useful to consider
each approach at this level. Overall, this section is meant to
push against the current in AI research and explain why we
believe there is ample opportunity to create novel and
satisfying games by employing symbolic AI in AI-based games.</p>
      <sec id="sec-4-1">
        <title>Interpretability</title>
        <p>
          While both creating and playing games with targeted
representations or experiences, the ability to interpret a game’s
behavior is an important factor. Game designers have framed
this as the ability to learn the rules of the game system
(Koster 2004), creating Meaningful Play
          <xref ref-type="bibr" rid="ref21">(Zimmerman and
Salen Tekinbas¸ 2003)</xref>
          , and avoiding arbitrary and
”meaningless” choices
          <xref ref-type="bibr" rid="ref5">(Romero and Schreiber 2008)</xref>
          . Each of these
game designers advocates that a player should be able to
reason about the operation of the game system and make
informed choices toward their goals. This is especially
important with AI-based games, where all interaction is framed
by the player needing to read meaning into the AI’s actions
(Mateas 2003), as the systems are often complex and
dynamic.
        </p>
        <p>In games that use AI that does not require mental models
in order to intentionally interact with, interpretability is less
important. For example, while understanding how the
landscape of a planet was generated in No Man’s Sky (Games
2016) is arguably not particularly relevant, understanding
the connection between a Sim’s (Maxis 2008) ”needs
meter” and their action is relevant.</p>
        <p>Statistical Approaches Interpretability is a
wellrecognized issue in machine learning (Gunning 2017).
Limited interpretability is inherent in most statistical
methods as the content of a learned model is not represented
in human-interpretable ways. However, statistical methods
often still produce results that adhere to expectations and
are very powerful for many applications in which the output
is more important than process (e.g., texture generation,
speech to text, and computer vision).</p>
        <p>However, this obliqueness can be an issue for AI-based
games that prioritize the player’s ability to build a mental
model of the AI’s operation. From a player’s perspective,
the interaction loop (listen, think, speak (Crawford 2003))
is a process of learning. Every output of a system gives the
player material to build an understanding of how it operates.
When a player concludes the operation of a system that
primarily relies on statistical methods, those conclusions
necessarily cannot map to the actual operation of the system, as
the operation of the system is not internally represented in
human-understandable terms.</p>
        <p>That is not to say that players of these games can not build
mental models that are useful for attaining desired ends.
However, such mental models are limited in that their
primary ability is to anticipate how a system will behave, but
not why. Though from a player-centric perspective, this will
only be a problem if the output of the system significantly
violates the player’s model without providing enough
evidence to update the model or descriptions of why different
behavior occurred (which, typically referred to as
explainable AI (Gunning 2017), is one of the core challenges of
statistical methods).</p>
        <p>Symbolic Approaches Since symbols are the words used
to refer to representational entities, symbolic approaches are
highly interpretable as humans can ascribe meaning to them.
When a theorem prover makes a proof, the step-by-step
process is available for humans to inspect. Likewise, when a
system enacts a plan for an agent, the system’s rationale is
available. While the “reasoning” of symbolic systems is not
always the most obvious to a human, they are valid and
justified. This mechanical or “alien” manipulation of symbols
might be considered aesthetically good or bad depending on
the game, though it can negatively affect the believability of
agent behavior.</p>
        <p>Often, symbolic systems make use of sophisticated
architectures to select content or choose agent behavior. Symbolic
AI-based games involve the player acquiring a rough model
of these architectures to achieve their desired ends. For
example, in The Sims 4 (Maxis 2008), the player can associate
a Sim’s need for hygiene meters with the degree of hygiene
a Sim has because to a human, a low amount of “hygiene”
is symbolically associated with not being clean. The system
architecture and the authoring support this with its behavior
in other game areas. Furthermore, there can be a strong
relationship between authored content and what is presented to
the player.</p>
        <p>
          However, it should be emphasized that a human’s
interpretation of a game (and its symbols) and even their
perception of what symbols are available for interpretation can, and
likely will, be different than what the system uses or the
author intends. In order for a game to symbolically represent
an author’s intent, a game needs to be carefully designed
and delivered to a receptive audience
          <xref ref-type="bibr" rid="ref11">(Treanor and Mateas
2013)</xref>
          .
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>Agency</title>
        <p>Most often, game designers strive to give the players of their
games the experience of high agency. Generally, having a
sense of agency involves the feeling of one having the power
to take specific action in a situation toward a desirable end.
In games, it is theorized that agency is achieved when the
formal and material affordances of a system are in balance
(Mateas 2001). In other words, when the game leads a player
to consider doing something (the formal), it can also respond
to it (through the material). In many games, these criteria are
not met, and games do not provide high agency experiences.
This is most prevalent in narrative games. For example, the
story and cutscenes in a game like Grand Theft Auto V
(Games 2013) present detailed characters with personalities
and things to say, but in gameplay, characters mostly serve
as targets and ragdolls and do not respond to the player’s
actions or the resulting dynamics.</p>
        <p>Much work has been done in academic game and
autonomous agent research to address this, and it is a difficult
technical problem. However, it should be noted that agency
can also be achieved through design choices. For example,
lower fidelity character content (graphics, dialogue, etc.)
arguably suggests to a player that the game is not meant to
respond to everything that you would expect a human-like
agent to respond to. Genre convention also informs what
players will expect and thus their sense of agency. The
degree to which a game can be said to provide agency results
from a combination of technical, design, and cultural factors.
Statistical Approaches A purely statistical approach to
physical behavior in a game would inherently present a
problem for agency, as part of what a player expects from
a game is tied to their experience of reality (object
permanence, consistent laws of physics, etc.). However, other areas
of behavior are perceived as less static, and statistical
methods can significantly alleviate authorial burden and provide
surprising and interesting experiences. For example, learned
models can drive animation in unanticipated environments,
and dialogue can be generated dynamically.</p>
        <p>However, for AI-based games, the player is intended to
understand how and why the system performs as it does, and
statistical methods are black boxes that the player has little
access to understanding. Because agency is tied so closely
to what a player perceives and expects, this is another area
where a system’s processes are more important than its
output, and because statistical methods are generally not
interpretable, they can impede how much agency a game can
provide.</p>
        <p>Symbolic Approaches On the other hand, more
symbolically oriented systems provide a structure that players can
discover. Symbolic systems arguably have more consistent
“hooks” that a player can ascribe meaning to and
extrapolate about the system’s overall operation.</p>
        <p>
          As an example, consider the 2013 version of SimCity
(Maxis 2013). In order to grow their city as desired, the
player must be roughly cognizant of the operation of the
underlying Glassbox system
          <xref ref-type="bibr" rid="ref19">(Willmott 2012)</xref>
          . Generally,
Glassbox simulates the flow of resources between
buildings via agents traversing player-designed paths. Because
the system is symbolic, the game can directly present
select aspects of the Glassbox engine, and the player can take
directed action and thus potentially achieve agency
(depending on their level of understanding). This version of
SimCity could be contrasted with an imagined city-building
simulator that evolved based on a model based on large data
sets from real-world cities. In this game, the player would
layout roads, zones, etc. (just as in SimCity), but how the
city evolves would be generated from the model. While this
game is arguably a more accurate simulation of a real-world
city and its growth, players would not have the same sense
of agency, as the system’s output would not map to a mental
model, but rather the opaque learned model, which would
most likely invalidate the player’s fledgling mental model.
        </p>
        <p>Symbolically represented systems contain a theory of
what they represent and are prescriptive, rather than just
descriptive. Experientially, this lends symbolic systems a
degree of legitimacy when the system does not behave as a
player might expect. Without this, a player experiences a
sense of helplessness and distrust that their actions or
experience are meaningful to gameplay (i.e., a loss of agency).</p>
      </sec>
      <sec id="sec-4-3">
        <title>Consistency and Coherence</title>
        <p>Whether a game aims to immerse the player in a fictional
environment or engage players through strategic
problemsolving scenarios, it is crucial that players accurately learn
about its operation is consistent. Common consistent
features might include object permanence and gravity in
representational worlds, and in abstract games, the features might
be the game’s rules or win conditions. This is not to say that
players must always have perfect information about how the
system operates, that is seldom the case, but very often, good
game design involves players feeling like they are learning
about how to play the game better as they play (i.e.,
learning how the system operates). When a game presents
players with information that invalidates player beliefs too often
without convincing justifications, players can begin to feel
that the game is choosing behavior randomly and ultimately
feel that their input does not matter.</p>
        <p>
          Statistical Approaches AI Dungeon 2 is a text-based
game that has the player control an avatar by typing any
command into a prompt
          <xref ref-type="bibr" rid="ref15">(Walton 2019)</xref>
          . Using a variant of
GPT-2, the system generates a description of what happens
when the player takes that action and then gives the player a
chance to give another command. While the powerful
underlying natural language interface model generates surprising
and amusing results, the game arguably does not give the
player meaningful choice
          <xref ref-type="bibr" rid="ref21">(Zimmerman and Salen Tekinbas¸
2003)</xref>
          . This is evidenced by the fact that most often a game
ends when some unexpected event kills the player. This
happens because the underlying learned model does not have
the ability to maintain a consistent representation of the
game world. Generally, statistical approaches only excel at
maintaining local coherence (e.g., sentence level) and fail at
broader levels of resolution (e.g., story). That said, the
pleasure of AI Dungeon 2 is exploring its opaque model. While
players may not rely on the game to be fair or consistent, it
can still be amusing to wonder what is going on inside the
black box.
        </p>
        <p>Symbolic Approaches Unlike statistical methods,
symbolic approaches can explicitly track context and
consistently react to it while in operation. This allows for the
system to enforce hard preconditions and to better ensure that
appropriate content is presented. A downside of this is that
the higher-order context needs to be supported through
architecture and often requires more authored content. In other
games, the system’s reaction to player choice is critical, and
invalidating a player’s mental model can ruin the
experience. AI Dungeon 2 is an exception to most interactive
fiction games, as most interactive fiction games make use of
heavily symbolic systems such as Inform 7 (Nelson 2006).
Inform 7 roughly represents the fictional worlds as objects,
containers, and actions that can be performed upon them.
State change and descriptions of actions are chosen based
on a rule system. As a result, games based on Inform 7 are
deeply strategic and puzzle-like.</p>
      </sec>
      <sec id="sec-4-4">
        <title>Authorability</title>
        <p>An AI system’s authorability depends on how well it
supports the creation or addition of content. As the design and
development of other video games, authoring is an act of
creation that players ultimately judge subjectively. It is also
subject to hard constraints imposed by the game’s systems
and by soft constraints from existing and future content.
Additionally, authors have a limited ability to create even when
obeying those constraints. Not only do authors have to work
with these constraints while being judged by players,
creating content for AI-based games requires interfacing with
complex technologies.</p>
        <p>
          To create, authors need a channel to communicate design
decisions with the AI system. Meaningful communication
to the AI system is central to these aspects, varies widely,
and includes text, reactive planners for character behavior
(Mateas and Stern 2002), bespoke tools (Isla 2005), data
sets or even mixed-initiative tools
          <xref ref-type="bibr" rid="ref7">(Smith, Whitehead, and
Mateas 2010)</xref>
          . At a high level, this communication impacts
the ease of content creation, the complexity of artifacts,
creation with contextual appropriateness, amplification of
authorial power, reduction of the authorial burden, and the
ability to modify complex artifacts.
        </p>
        <p>We will focus on asset creation and narrative design to
explore how statistical and symbolic approaches intersect
with authorability. Each of these areas brings a different
aspect of authorability into perspective. Asset creation, such
as generating textures or geometry, focuses on ease of
creation, amplifying authorial power, and reducing authorial
burden. Narrative design requires contextual
appropriateness and creating and modifying complex artifacts.
Statistical Approaches With plenty of examples and the
algorithms explored by the computer vision community,
statistical methods are well-suited to the needs of generating
visual (Li and Wand 2016) and audio assets (McDonagh et
al. 2018). On the other hand, authoring stories or social
behavior relies heavily on context, temporarily disconnected
information, and consistency as judged by the player. Even
the current best natural language generation models and
dialogue systems have difficulty keeping consistent context or
answering questions that require small amounts of
reasoning.</p>
        <p>Symbolic Approaches Asset authoring with symbolic
approaches works well with tasks that can be abstracted into
portions and annotated with descriptors like puzzle design
(Smith et al. 2012) or procedural music composition (Brown
2012) but perform poorly in generating textures and sound
files. The contextual nature of, and through lines required
for, social (McCoy et al. 2014) and story games (Reed et al.
2014) plays to the strengths of symbolic approaches, and its
application to this space has a rich history.</p>
      </sec>
      <sec id="sec-4-5">
        <title>Other Challenges</title>
        <p>
          Aside from the comparisons made in the previous section,
there are many intersections and differences to be explored,
each with its impacts on game AI. One with the most
impact on games is how the AI system encapsulates design. In
data-driven approaches, the act of creating and employing
the system is wholly design-free, and the design knowledge
is implicit within a trained model or policy. Other systems
are dependent on design either in their construction
          <xref ref-type="bibr" rid="ref4">(Adams
and Adams 2006)</xref>
          or in their deployment. Where data is
abundant, solutions can often be found by applying
engineering and computation. Symbolic approaches are less able
to leverage data to find solutions. When data is scarce or
absent, the ability of each area to solve the task is reversed:
statistical approaches tend not to find acceptable solutions, and
symbolic ones can leverage human-derived domain
knowledge to solve problems.
        </p>
        <p>
          Environmental impact and reproducibility are
problematic for both approaches to varying degrees. Deepmind’s
AlphaStar Final serves as an example for both because it
required an enormous amount of power to train (though a
large portion of that energy was offset renewably
          <xref ref-type="bibr" rid="ref1">(Porat and
Ho¨lzle 2019)</xref>
          ) and consequently expensive to reproduce1.
Additionally, work done on this scale by corporations
often contains proprietary techniques that are not sufficiently
described, and the data required for recreation is not made
available. Even though these costly results are extremely
impressive, they set a strong example for future research that
independent and academic institutions cannot sustainably or
practically adopt. On the other hand, symbolic approaches
have yet to achieve success at this scale and leave their
environmental impacts and reproducibility unknown.
        </p>
        <p>There are many other challenges ready for future
analysis, including using learning as a hammer when not every
problem is a nail; impacts of AI-based game design on the
knowledge level (Newell 1982); and the function of
hierarchy in reasoning and learning on game design.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Hybrid Approaches and Future Directions</title>
      <p>
        As argued above, symbolic methods in AI-based games help
achieve meaningful play, trust, and other important factors
that involve the player interacting with the AI processes
themselves. Such methods provide the interpretative
affordances needed to build actionable mental models and are
conducive to high agency experiences. Statistical methods
tend to be successful when AI is used to produce content
where the process involved to create it is not central to the
player experience and authoring. When statistical methods
are used as part of the gameplay loop, such as with
generating dialogue, there is a risk that the system will present
1Estimated training coast of approximately $13,000,000 based
on Google Cloud prices taken from 21 May 2020 from
https://cloud.google.com/tpu/pricing and 44 days each for training
12 agents on 32 3rd generation TPUs
        <xref ref-type="bibr" rid="ref14">(Vinyals et al. 2019)</xref>
        .
information that invalidates a player’s mental model.
However, this is not always a problem when surprise is central
to the desired aesthetic (as with AI Dungeon 2). Ultimately,
designers should carefully choose what techniques they
employ for what task they are trying to solve.
      </p>
      <p>
        That said, these two approaches need not be
considered entirely separate. Connections between symbolic and
statistical systems (i.e., hybrid intelligent systems) have
taken forms like fuzzy logic
        <xref ref-type="bibr" rid="ref20">(Zadeh 1988)</xref>
        and fuzzy
neural networks(Lin and Lee 1991). These systems represent
a pipe-lined approach to problem-solving where a neural
network and a fuzzy logic system send information
between themselves but exist within their islands of
algorithmic and knowledge representation. While useful for some
tasks, connecting these systems does not advance our
collective understanding of AI techniques in a true melding of
two approaches. Techniques such as probabilistic soft logic
(Bach et al. 2017), Markov logic networks
        <xref ref-type="bibr" rid="ref4">(Richardson and
Domingos 2006)</xref>
        , and Bayesian logic (Andersen and Hooker
1994) represent aspects of symbolic logic and connectionist
approaches in a single algorithm and mode of knowledge
representation. Even with these capable mixed systems,
AIbased game design presents many AI challenges
simultaneous with mixed representations, scales, and evaluation
criteria. To comprehensively address these challenges so that
systems can reason about and impact one another, a
systematic approach or framework that allows for the types of
reasoning necessary for each of the related challenges while
allowing for inter-system communication may be necessary.
While other fields have developed promising solutions to
this problem
        <xref ref-type="bibr" rid="ref2">(Quigley et al. 2009)</xref>
        , game AI could
leverage integrated systems (Aamodt and Nyga˚rd 1995;
Langley 2006) or perhaps artificial general intelligence
(PerezLiebana et al. 2016) as potential solutions.
      </p>
      <p>While evocative, comprehensive solutions to game AI
may not be possible. Each subproblem has its domain and
representation needs that may not generalize or be legible
by other problems. Because they all could have this quality,
designers should deeply consider their approaches in each
subproblem and use the technique that is the best fit for that
space.</p>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>We believe that games that place AI in the forefront by
requiring the player to build a mental model of their operation
are beneficial as they expand our conception of what games
can be and are meaningful cultural artifacts in themselves.
This paper was written to promote this AI-based game
design research and to lay out a roadmap to the techniques and
challenges within the space. We specifically compared and
contrasted statistical and symbolic approaches to using AI in
this space and concluded that symbolic approaches are more
conducive to player understanding in AI-based games.</p>
      <p>Making games, especially with AI, is a complicated
process with many technical challenges. While symbolic
approaches may assist with mental model building, the design
considerations addressed above can indeed be broken into
subproblems where statistical problems can be beneficial.
Furthermore, hybrid systems show great promise.</p>
    </sec>
    <sec id="sec-7">
      <title>References</title>
      <p>Aamodt, A., and Nyga˚rd, M. 1995. Different roles and
mutual dependencies of data, information, and knowledge —
an AI perspective on their integration. Data &amp; Knowledge
Engineering 16(3).</p>
      <p>Adams, T., and Adams, Z. 2006. Slaves to Armok: God of
Blood Chapter II: Dwarf Fortress.</p>
      <p>Andersen, K. A., and Hooker, J. N. 1994. Bayesian logic.
Decision Support Systems 11(2):191–210.</p>
      <p>Bach, S. H.; Broecheler, M.; Huang, B.; and Getoor, L.
2017. Hinge-loss markov random fields and
probabilistic soft logic. The Journal of Machine Learning Research
18(1):3846–3912.</p>
      <p>Booth, M. 2009. The ai systems of left 4 dead. In Artificial
Intelligence and Interactive Digital Entertainment
Conference at Stanford, 2009.</p>
      <p>Brown, D. L. 2012. Mezzo: An adaptive, real-time
composition program for game soundtracks. In Eighth Artificial
Intelligence and Interactive Digital Entertainment
Conference, FDG ’12.</p>
      <p>Carter, M., and Gibbs, M. R. 2013. esports in eve online:
Skullduggery, fair play and acceptability in an unbounded
competition. FDG 2013(May):47–54.</p>
      <p>Crawford, C. 2003. On Game Design. New Riders
Publishing.</p>
      <p>Eladhari, M. P.; Sullivan, A.; Smith, G.; and McCoy, J. 2011.
Ai-based game design: Enabling new playable experiences.
UC Santa Cruz Baskin School of Engineering, Santa Cruz,
CA.</p>
      <p>Gagne´, A. R.; El-Nasr, M. S.; and Shaw, C. D. 2011. A
deeper look at the use of telemetry for analysis of player
behavior in rts games. In International Conference on
Entertainment Computing, 247–257. Springer.</p>
      <p>Games, R. 2013. Grand theft auto v [video game].
Edinburgh, United Kingdom: Rockstar North.</p>
      <p>Games, H. 2016. No man’s sky [video game]. Guildford,
United Kingdom: Hello Games.</p>
      <p>Gunning, D. 2017. Explainable artificial intelligence (xai).
Defense Advanced Research Projects Agency (DARPA), nd
Web 2.</p>
      <p>Isla, D. 2005. Handling complexity in the halo 2. Game
Developers Conference.</p>
      <p>Koster, R. 2004. A Theory of Fun. O’Reilly Media, Inc.
Kreminski, M., and Wardrip-Fruin, N. 2018. Gardening
games: an alternative philosophy of pcg in games. In PCG
Workshop.</p>
      <p>Langley, P. 2006. Cognitive architectures and general
intelligent systems. AI Magazine 27(2):33–33. Number: 2.
Li, C., and Wand, M. 2016. Precomputed real-time texture
synthesis with markovian generative adversarial networks.
In Computer Vision – ECCV 2016, Lecture Notes in
Computer Science, 702–716. Springer International Publishing.
Lin, C.-T., and Lee, C. S. G. 1991. Neural-network-based
fuzzy logic control and decision system. IEEE Transactions
on Computers 40(12):1320–1336.</p>
      <p>Mateas, M., and Stern, A. 2002. A behavior language
for story-based believable agents. IEEE Intelligent Systems
17(4):39–47.</p>
      <p>Mateas, M. 2001. A preliminary poetics for interactive
drama and games. Digital Creativity 12:140–152.
Mateas, M. 2003. Expressive ai: Games and artificial
intelligence. In DiGRA Conference.</p>
      <p>Maxis. 2008. Sims 4 [video game]. Redwood Shores, CA:
Electronic Arts.</p>
      <p>Maxis. 2013. Simcity [video game]. Redwood Shores, CA:
Electronic Arts.</p>
      <p>McCoy, J.; Treanor, M.; Samuel, B.; Reed, A. A.; Mateas,
M.; and Wardrip-Fruin, N. 2014. Social story worlds with
comme il faut. Computational Intelligence and AI in Games,
IEEE Transactions on 6(2):97–112.</p>
      <p>McDonagh, A.; Lemley, J.; Cassidy, R.; and Corcoran, P.
2018. Synthesizing game audio using deep neural networks.
In 2018 IEEE Games, Entertainment, Media Conference
(GEM), 1–9.</p>
      <p>Nelson, G. 2006. Inform 7.</p>
      <p>Newell, A. 1982. The knowledge level. Artificial
Intelligence 18:81–132.</p>
      <p>Nguyen, T.-H. D.; Chen, Z.; and El-Nasr, M. S. 2015.
Analytics-based ai techniques for a better gaming
experience. Game AI Pro 2:481–500.</p>
      <p>Perez-Liebana, D.; Samothrakis, S.; Togelius, J.; Schaul, T.;
and Lucas, S. M. 2016. General video game AI:
Competition, challenges and opportunities. In Thirtieth AAAI
Conference on Artificial Intelligence.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          <string-name>
            <surname>Porat</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          , and Ho¨lzle,
          <string-name>
            <surname>U.</surname>
          </string-name>
          <year>2019</year>
          .
          <article-title>Google environmental report</article-title>
          <year>2019</year>
          .
          <volume>64</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          <string-name>
            <surname>Quigley</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ;
          <string-name>
            <surname>Conley</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ;
          <string-name>
            <surname>Gerkey</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ;
          <string-name>
            <surname>Faust</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ; Foote,
          <string-name>
            <given-names>T.</given-names>
            ;
            <surname>Leibs</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            ; Wheeler, R.; and
            <surname>Ng</surname>
          </string-name>
          ,
          <string-name>
            <surname>A. Y.</surname>
          </string-name>
          <year>2009</year>
          .
          <article-title>Ros: an opensource robot operating system</article-title>
          .
          <source>In ICRA workshop on open source software</source>
          , volume
          <volume>3</volume>
          ,
          <fpage>5</fpage>
          . Kobe, Japan.
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          2014.
          <article-title>Ice-bound: Combining richly-realized story with expressive gameplay</article-title>
          .
          <source>In In Proceedings of the 9th International Conference on the Foundations of Digital Games</source>
          ,
          <volume>8</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          <string-name>
            <surname>Richardson</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          , and
          <string-name>
            <surname>Domingos</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          <year>2006</year>
          .
          <article-title>Markov logic networks</article-title>
          .
          <source>Machine Learning</source>
          <volume>62</volume>
          (
          <issue>1</issue>
          ):
          <fpage>107</fpage>
          -
          <lpage>136</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          <string-name>
            <surname>Romero</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          , and
          <string-name>
            <surname>Schreiber</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          <year>2008</year>
          .
          <article-title>Challenges for Game Designers</article-title>
          . Charles River Media.
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          2012.
          <article-title>A case study of expressively constrainable level design automation tools for a puzzle game</article-title>
          .
          <source>In Proceedings of the International Conference on the Foundations of Digital Games</source>
          , FDG '
          <volume>12</volume>
          ,
          <fpage>156</fpage>
          -
          <lpage>163</lpage>
          . Association for Computing Machinery.
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          <string-name>
            <surname>Smith</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ;
          <string-name>
            <surname>Whitehead</surname>
            , J.; and Mateas,
            <given-names>M.</given-names>
          </string-name>
          <year>2010</year>
          .
          <article-title>Tanagra: A mixed-initiative level design tool</article-title>
          .
          <source>In Proceedings of the Fifth International Conference on the Foundations of Digital Games</source>
          ,
          <fpage>209</fpage>
          -
          <lpage>216</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          <string-name>
            <surname>South</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          <year>2008</year>
          .
          <article-title>Left 4 dead [video game]</article-title>
          . Bellevue, Washington: Valve Corporation.
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          <string-name>
            <surname>Suznjevic</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ;
          <string-name>
            <surname>Matijasevic</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ; and
          <string-name>
            <surname>Konfic</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          <year>2015</year>
          .
          <article-title>Application context based algorithm for player skill evaluation in moba games</article-title>
          .
          <source>In 2015 International Workshop on Network and Systems Support for Games (NetGames)</source>
          ,
          <fpage>1</fpage>
          -
          <lpage>6</lpage>
          . IEEE.
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          <string-name>
            <surname>Togelius</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ;
          <string-name>
            <surname>Kastbjerg</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ;
          <string-name>
            <surname>Schedl</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ; and Yannakakis,
          <string-name>
            <surname>G. N.</surname>
          </string-name>
          <year>2011</year>
          .
          <article-title>What is procedural content generation? mario on the borderline</article-title>
          .
          <source>In Proceedings of the 2nd international workshop on procedural content generation in games, 1-6.</source>
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          <string-name>
            <surname>Treanor</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          , and
          <string-name>
            <surname>Mateas</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          <year>2013</year>
          .
          <article-title>An account of proceduralist meaning</article-title>
          .
          <source>In Proceedings of the 2013 DiGRA International Conference: DeFragging GameStudies.</source>
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          <string-name>
            <surname>Treanor</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ;
          <string-name>
            <surname>Zook</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ;
          <string-name>
            <surname>Eladhari</surname>
            ,
            <given-names>M. P.</given-names>
          </string-name>
          ;
          <string-name>
            <surname>Togelius</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ;
          <string-name>
            <surname>Smith</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ; Cook,
          <string-name>
            <given-names>M.</given-names>
            ;
            <surname>Thompson</surname>
          </string-name>
          ,
          <string-name>
            <given-names>T.</given-names>
            ;
            <surname>Magerko</surname>
          </string-name>
          ,
          <string-name>
            <given-names>B.</given-names>
            ;
            <surname>Levine</surname>
          </string-name>
          , J.; and
          <string-name>
            <surname>Smith</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          <year>2015</year>
          .
          <article-title>Ai-based game design patterns</article-title>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          <string-name>
            <surname>Ve</surname>
          </string-name>
          ´ron, M.;
          <string-name>
            <surname>Marin</surname>
            ,
            <given-names>O.</given-names>
          </string-name>
          ; and
          <string-name>
            <surname>Monnet</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          <year>2014</year>
          .
          <article-title>Matchmaking in multi-player on-line games: studying user traces to improve the user experience</article-title>
          .
          <source>In Proceedings of Network and Operating System Support on Digital Audio and Video Workshop</source>
          ,
          <fpage>7</fpage>
          -
          <lpage>12</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          <string-name>
            <surname>Vinyals</surname>
            ,
            <given-names>O.</given-names>
          </string-name>
          ;
          <string-name>
            <surname>Babuschkin</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          ; Czarnecki,
          <string-name>
            <given-names>W. M.</given-names>
            ;
            <surname>Mathieu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            ;
            <surname>Dudzik</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            ;
            <surname>Chung</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            ;
            <surname>Choi</surname>
          </string-name>
          ,
          <string-name>
            <surname>D. H.</surname>
          </string-name>
          ; Powell,
          <string-name>
            <surname>R.</surname>
          </string-name>
          ; Ewalds,
          <string-name>
            <given-names>T.</given-names>
            ;
            <surname>Georgiev</surname>
          </string-name>
          ,
          <string-name>
            <surname>P.</surname>
          </string-name>
          ; et al.
          <year>2019</year>
          .
          <article-title>Grandmaster level in starcraft ii using multi-agent reinforcement learning</article-title>
          .
          <source>Nature</source>
          <volume>575</volume>
          (
          <issue>7782</issue>
          ):
          <fpage>350</fpage>
          -
          <lpage>354</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          <string-name>
            <surname>Walton</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          <year>2019</year>
          .
          <article-title>Ai dungeon 2 [video game].</article-title>
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          <string-name>
            <surname>Wardrip-Fruin</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          <year>2009</year>
          . Expressive Processing:
          <article-title>Digital fictions, computer games, and software studies</article-title>
          . MIT press.
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          <string-name>
            <surname>Weber</surname>
            ,
            <given-names>B. G.</given-names>
          </string-name>
          ; John, M.;
          <string-name>
            <surname>Mateas</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ; and
          <string-name>
            <surname>Jhala</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          <year>2011</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          <article-title>Modeling player retention in madden nfl 11</article-title>
          . In Twenty-Third IAAI Conference.
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          <string-name>
            <surname>Willmott</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          <year>2012</year>
          .
          <article-title>Inside the glassbox</article-title>
          .
          <source>Game Developer's Conference.</source>
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          <string-name>
            <surname>Zadeh</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          <year>1988</year>
          .
          <article-title>Fuzzy logic</article-title>
          .
          <source>Computer</source>
          <volume>21</volume>
          (
          <issue>4</issue>
          ):
          <fpage>83</fpage>
          -
          <lpage>93</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          <string-name>
            <surname>Zimmerman</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          , and Salen Tekinbas¸,
          <string-name>
            <surname>K.</surname>
          </string-name>
          <year>2003</year>
          .
          <article-title>Rules of Play</article-title>
          . MIT Press.
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>