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2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES) (2015)
Louisville, KY, USA
July 27, 2015 to July 29, 2015
ISBN: 978-1-4673-7920-5
pp: 78-87
Todd Wareham , Department of Computer Science, Memorial University of Newfoundland, St. John's, Canada A1B 3X5
Scott Watson , Department of Computer Science, Memorial University of Newfoundland, St. John's, Canada A1B 3X5
ABSTRACT
Automatic generation of game content is an important challenge in computer game design. Such generation requires methods that are both efficient and guaranteed to produce playable content. While existing methods are adequate for currently available types of games, games based on more complex entities and structures may require new methods. In this paper, we use computational complexity analysis to explore algorithmic options for efficiently evaluating the playability of and generating playable groups of enhanced agents that are capable of exchanging items and facts with each other and human players. Our results show that neither of these problems can be solved both efficiently and correctly either in general or relative to a surprisingly large number of restrictions on enhanced agent structure and gameplay. We also give the first restrictions under which the playability evaluation problem is solvable both efficiently and correctly.
INDEX TERMS
Games, Computers, Polynomials, Computational complexity, Conferences, Computer science
CITATION

T. Wareham and S. Watson, "Exploring options for efficiently evaluating the playability of computer game agents," 2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES), Louisville, KY, USA, 2015, pp. 78-87.
doi:10.1109/CGames.2015.7272961
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