Organised by Hao Tong1, Tianye Shu1 and Jialin Liu1
Steering Committee: Jialin Liu1, Julian Togelius2, Diego Perez-Liebana3 and Simon M. Lucas3
This GVGAI Single-Player Learning Competition is organised at the IEEE’s 2021 Conference on Games (CoG2021) .
More about the other GVGAI competition tracks (1-p planning, 2-p planning, level generation, rule generation) can be found here
With VGDL, you can generate additional levels by yourself to train your agent!
Download and set up the new GVGAI-Gym framework on your machine/server.
Dockerfileto help you set up the environment. Link
2. Training phase
Program your agent and train it
3. Test and Validate Phase
Game author: Tianye Shu
BraveKeeper is a Sokoban-like game, aiming at keeping the avatar and treasure chests away from monsters. The game is designed with a periodic reward that is given every 100 game ticks. Green Tiles are safe places where monsters can’t reach. You will lose score if the treasure chests are stolen by monsters. When all treasure chests are stolen or avatar collides with monsters, a game terminates with state PLAYER LOSES. A score will be rewarded if a treasure chest is pushed into safe places. If the avatar and any treasure chest survive for more than 1200 game ticks, then a game terminates with state PLAYER WINS.
GreedyMouse is a resource-collection game. The avatar, thus the greedy mouse controlled by a player/agent, is expected to collect all the food in a level in which case a game terminates with state PLAYER WINS. However, some food is protected by the walls and there are traps in some food. Luckily, the greedy mouse has the ability to destroy the walls and check the trap. Don’t forget cats. The greedy mouse should avoid them when finding food. When a collision of the avatar with cats or traps, a game terminates with state PLAYER LOSES. And if maximum 1200 game ticks is passed and greedy mouse does not eat all food, a game terminates with state PLAYER LOSES.
TrappedHero is a maze game with sparse reward. There are only three sprites in each level: the avatar, an immobile key and an immobile door. Scores are rewarded in two situations: the avatar collects the key or the avatar touches the door with a key. The latter will end the game with state PLAYER WINS, otherwise, the game terminates with state PLAYER LOSES after 1200 game ticks.