automated-rule-generation technique sourced
Automated generation of game rules and mechanics
Systems that write complete game rule sets as code in a description language, using evolution or language models to propose rules and self-play agents to score balance, decisiveness, and strategic depth before a human sees them.
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 edgesGenerative 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.
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.
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.
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.
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.
backlinks
computed from other recordsclaims
4 with sourcesBrowne and Maire (IEEE TCIAIG 2010) evolved board game rule sets and ranked them with measures computed from self-play.
Ludii describes games with high-level ludemes and outperformed a propositional-network GDL reasoner on all games in the Tiltyard repository.
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.
An LLM framework built on VGDL generated game rules and levels together, extending LLM generation from levels for fixed games to whole games.