The Angry Birds AI competition has been held over many years to encourage the development of AI agents that can play Angry Birds game levels better than human players. Many different agents with various approaches have been employed over the competition's lifetime to solve this task. Even though the performance of these agents has increased significantly over the past few years, they still show major drawbacks in playing deceptive levels. This is because most of the current agents try to identify the best next shot rather than planning an effective sequence of shots. In order to encourage advancements in such agents, we present an automated methodology to generate deceptive game levels for Angry Birds. Even though there are many existing content generators for Angry Birds, they do not focus on generating deceptive levels. In this paper, we propose a procedure to generate deceptive levels for six deception categories that can fool the state-of-the-art Angry Birds playing AI agents. Our results show that generated deceptive levels exhibit similar characteristics of human-created deceptive levels. Additionally, we define metrics to measure the stability, solvability, and degree of deception of the generated levels.
翻译:愤怒鸟AI竞争已经进行了多年,目的是鼓励发展能够比人类球员更能玩更强的愤怒鸟游戏水平的AI代理商。许多具有不同方法的不同的代理商在竞争的一生中已经应用了多种方法来完成这项任务。尽管这些代理商的表现在过去几年中显著提高,但它们在玩弄欺骗性水平方面仍然表现出很大的缺陷。这是因为大多数当前的代理商试图确定最佳的下一个镜头,而不是规划有效的射击顺序。为了鼓励这些代理商的进步,我们提出了一种自动方法来为愤怒鸟创造欺骗性游戏水平。尽管目前有许多愤怒鸟的含量生成者,但它们并不专注于产生欺骗性水平。在本文中,我们提出了一个程序,为六个欺骗性类别创造欺骗性水平,从而可以愚弄最先进的愤怒鸟玩AI。我们的结果显示,产生欺骗性水平的结果显示了人类创造的欺骗性水平的相似特征。此外,我们定义了衡量尺度,以测量生成水平的稳定性、可溶性、欺骗性和欺骗程度。