Mech-Elites: Illuminating the Mechanic Space of GVGAI
This work addresses the challenge of mechanic illumination for game level generation, which is incremental as it applies an existing algorithm to a new domain with specific constraints.
The paper tackled the problem of automatically generating video game levels that contain specific game mechanics while ensuring playability, using the Constrained MAP-Elites algorithm on the GVG-AI framework, resulting in the generation of simple tile-based levels for four games: Zelda, Solarfox, Plants, and RealPortals.
This paper introduces a fully automatic method of mechanic illumination for general video game level generation. Using the Constrained MAP-Elites algorithm and the GVG-AI framework, this system generates the simplest tile based levels that contain specific sets of game mechanics and also satisfy playability constraints. We apply this method to illuminate mechanic space for $4$ different games in GVG-AI: Zelda, Solarfox, Plants, and RealPortals.