one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

mechanism

Rules are written in a game description language. Ludii describes a game as a tree of ludemes (board, pieces, moves, end conditions) that compiles to a playable game; VGDL describes sprites, interactions, and termination for 2D video games. A generator proposes new rule trees: Browne and Maire's system evolved them by crossover and mutation, while GAVEL fine-tunes CodeLlama-13b with a fill-in-the-middle objective on 574 Ludii games and uses it as the mutation operator in MAP-Elites: a span of an existing game's rule code is masked and the model writes a replacement, and the archive is indexed by a 2D PCA projection of 510 Ludii concept features (1,600 cells). Candidates pass hierarchical tests (compiles, is playable, random playouts are not trivially one-sided and offer real choices) and are then scored by MCTS self-play on balance, decisiveness, completion, agency, coverage, and strategic depth. LLM frameworks built on VGDL generate rules and levels together from prompts. The output is a set of verified candidate rule sets for designers to play and select.

limitations

  • Generated rule sets are small abstract board games; GAVEL trained on 574 games after removing those over 1,024 tokens, far below the size of a simulation game's rule base.
  • Self-play metrics such as balance, decisiveness, and agency describe agent play, not whether people enjoy the game, so human evaluation is still required.
  • Every candidate needs compilation plus random and MCTS playouts, so the search is offline and compute-bound.
  • Language models often emit rule code that fails to compile or is unplayable; GAVEL penalizes such candidates rather than preventing them.
  • Simulation games rarely have a formal rule language like Ludii or VGDL, so applying this needs the game's systems exposed as data or a scripting layer the generator can edit.

relations

7 stored edges
affects

Generative content on demand

Generated content extends from text, items, and levels to complete executable rule sets that are compiled and filtered by playability and balance tests before anyone plays them.

Deepens
affects

Player legislation

Laws players propose could be translated by a code model into enforceable rule code and run through the same compile and playout tests GAVEL uses, rejecting laws that fail to compile or break play.

Enables new form
affects

Policy toggles

Candidate policies can be written as rule code in the game's own description language and screened by agent playouts for dominance and balance, so a policy list can be grown by search rather than authored one law at a time.

Enables new form
affects

Scenario objectives

End conditions are generated together with the rules and kept only if MCTS play reaches them without trivial draws or one-sided wins, replacing hand-tuned victory thresholds.

Cuts authoring cost
affects

Turn structure

Self-play over each generated variant measures first-player advantage, decisiveness, and the share of states with real choices, so turn order, phases, and move allowances can be adjusted by search.

Tunes / balances

backlinks

computed from other records

claims

4 with sources
c01medium

Browne and Maire (IEEE TCIAIG 2010) evolved board game rule sets and ranked them with measures computed from self-play.

src-browne-2010-evolutionary-game-design

c02high

Ludii describes games with high-level ludemes and outperformed a propositional-network GDL reasoner on all games in the Tiltyard repository.

src-piette-2019-ludii

c03high

GAVEL (2024) fine-tuned CodeLlama-13b (about 40 hours on one RTX8000) on 574 Ludii games as a MAP-Elites mutation operator and generated playable games in rule-space regions not covered by existing Ludii games, scored by MCTS self-play metrics; samples are playable on the Ludii portal.

src-todd-2024-gavel

c04medium

An LLM framework built on VGDL generated game rules and levels together, extending LLM generation from levels for fixed games to whole games.

src-hu-2024-llm-game-generation-vgdl

sources

4
Cameron Browne, Frederic Maire (2010-03). Evolutionary Game Design. IEEE Transactions on Computational Intelligence and AI in Games 2(1):1-16
Éric Piette, Dennis J. N. J. Soemers, Matthew Stephenson (2019-05-13). Ludii -- The Ludemic General Game System. arXiv
Graham Todd, Alexander Padula, Matthew Stephenson (2024-07-12). GAVEL: Generating Games Via Evolution and Language Models. arXiv
Chengpeng Hu, Yunlong Zhao, Jialin Liu (2024-04-11). Game Generation via Large Language Models. arXiv

provenance

runs in log/runs
2026-10-24
created2026-10-24-techniques-rl-designtechnique