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A Model-Driven Generative Self Play-Based Toolchain for Developing Games and Players

Evgeny Kusmenko, Maximilian Münker, Matthias Nadenau, Bernhard Rumpe

Abstract

Turn-based games such as chess are very popular, but tool-chains tailored for their development process are still rare. In this paper we present a model-driven and generative toolchain aiming to cover the whole development process of rule-based games. In particular, we present a game description language enabling the developer to model the game in a logics-based syntax. An executable game interpreter is generated from the game model and can then act as an environment for reinforcement learning-based self-play training of players. Before the training, the deep neural network can be modeled manually by a deep learning developer or generated using a heuristics estimating the complexity of mapping the state space to the action space. Finally, we present a case study modeling three games and evaluate the language features as well as the player training capabilities of the toolchain.

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