A Model-Driven Generative Self Play-Based Toolchain for Developing Games and Players
ACM SIGPLAN International Conference on Generative Programming: Concepts and Experiences (GPCE), pp. 95–107
Abstract
Turn-based games such as chess are very popular, but tool-chains tailored for their development process are still rare. In this paper we present a model-driven and generative toolchain aiming to cover the whole development process of rule-based games. In particular, we present a game description language enabling the developer to model the game in a logics-based syntax. An executable game interpreter is generated from the game model and can then act as an environment for reinforcement learning-based self-play training of players. Before the training, the deep neural network can be modeled manually by a deep learning developer or generated using a heuristics estimating the complexity of mapping the state space to the action space. Finally, we present a case study modeling three games and evaluate the language features as well as the player training capabilities of the toolchain.
Authors 4
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Evgeny Kusmenko Aachen
Affiliation as printed
RWTH Aachen University, Germany
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Maximilian Münker Aachen
Affiliation as printed
RWTH Aachen University, Germany
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Matthias Nadenau Aachen
Affiliation as printed
RWTH Aachen University, Germany
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Bernhard Rumpe⋆ Aachen
Affiliation as printed
RWTH Aachen University, Germany
Cited by 2 stored of 2
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References 9
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9 results