General Video Game AI as a design tool
Diego Perez Liebana, Jialin Liu, and Simon M. Lucas
The session introduced the General Video Game AI framework and the competition that grew around it. Agents in this setting must act without prior knowledge of the game, which makes planning, learning, and generality visible in the same problem.
The tutorial moved beyond the basic competition tracks to a newer feature: games described in VGDL could be parameterized, opening a space of variants around one set of rules. The presenters showed how an evolutionary method, the N tuple Bandit EA, could tune those parameters for balance or challenge.
Participants left with a concrete way to treat a game as a design space rather than a fixed test case.