Organised by Hao Tong1, Yang Tao1 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 Parallel Problem Solving from Nature (PPSN2020) and the IEEE’s 2020 Conference on Games (CoG2020) .
More about the GVGAI competitions can be found here
Games
golddigger
, treasurekeeper
, waterpuzzle
More details Rules
Preparation
Download and set up the new GVGAI-Gym framework on your machine/server.
Dockerfile
to help you set up the environment. Link Training phase
Program your agent and train it
Test and Validate Phase
Submission
🎮 Golddigger
GoldDigger is a resource-collection game. The avatar, thus the game character controlled by a player/agent, is expected to avoid monsters and collect all the jewels in a level, in which case a game terminates with state PLAYER WINS. When a collision of the avatar with any monster occurs, a game terminates with state PLAYER LOSES. Otherwise, a game terminates with state NO WINNER if a maximum of 2000 game ticks is passed. Once a jewel is collected, a score will be rewarded to the avatar. The avatar can also kill monsters to gain score. Hence, GoldDigger can be recognised as a game with dense reward because of the amount of jewels and monsters in levels.
🎮 TreasureKeeper
TreasureKeeper 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. Either a collision of monster and avatar or a collision of monster and treasure chest will terminate the game with state PLAYER LOSES. If the avatar and all treasure chests survive for more than 600 game ticks, then the game terminates with state PLAYER WINS.
🎮 Waterpuzzle
WaterPuzzle 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 1500 game ticks.
A human designer generated three test levels by pertubating training levels with one of the following operators separately.