Research on User-Defined Game Generation Based on AI
Chengyu Ma
a
Institute of Problem Solving, Shanxi University, No. 63, South Zhonghuan East Street,
Xiaodian District, Taiyuan, Shanxi, China
Keywords: Artificial Intelligence, Assisted Game, Convolutional Neural Network, Reinforcement Learning, Adversarial
Network.
Abstract: In today's digital age, the traditional game production process usually requires professional game developers
to invest a lot of time and energy, and it is difficult for ordinary users to participate in game creation. This
article reviews the existing results of game design using artificial intelligence technology, aiming to lower the
threshold of game development for the development of automatic game generation systems for ordinary users,
improve development efficiency, enrich players' gaming experience, and promote innovation and
development in the game industry. At present, three types of methods have been summarized, namely,
methods based on reinforcement learning, methods based on generative adversarial networks, and methods
based on convolutional neural networks to achieve auxiliary game design. This study is conducive to
promoting the formation of a new entertainment ecology in which all people can participate in creation. This
research topic takes user needs as the starting point and integrates artificial intelligence related technologies.
It is highly innovative and practical.
1 INTRODUCTION
Since the rise of artificial intelligence technology,
games have always been one of its important
application scenarios. Recently, at the 2024 Game
Developers Conference (GDC) conference, many
domestic and foreign manufacturers focused on
discussing the application of artificial intelligence in
the game development process. (Game Developers
Conference, 2020) The rapid advancement of
artificial intelligence technology has greatly
influenced and transformed all aspects of game
development. From content generation, design
optimization, to player behavior analysis and
personalized experience, artificial intelligence has
become a key tool for modern game development.
The GDC conference showcased the latest AI-driven
innovations and explored how to use technologies
such as machine learning to automate and enhance
game development. AI-driven player modeling and
adaptive mechanisms make it possible to create more
attractive gaming experiences. As the game industry
continues to develop, artificial intelligence has shown
a
https://orcid.org/0009-0000-3471-9556
great potential in changing the way games are
conceived, developed, and experienced, and will
surely shape the future of interactive entertainment.
Driven by the diversification of content needs and the
optimization of development efficiency, AI-assisted
game design is widely anticipated and is also a hot
area of academic attention. Game software
development is an important research direction in the
field of game development, aiming to use computer
algorithms to automatically generate levels,
characters, storylines and other content in the game to
improve the playability and creativity of the game.
Game artificial intelligence has always been an
indispensable and important part of computer game
development. AI characters can effectively enhance
the player's gaming experience by supporting the
player's pause state and dynamically managing
dramatic environments. In addition, AI designers use
procedural content generation technology to support
and enhance the development of individual games.
(Riedl, Zook, 2013) In the future, it is envisioned that
AI production engineers will take on more new roles,
not only enhancing and expanding the game
production process, but also supporting the entire
122
Ma, C.
Research on User-Defined Game Generation Based on AI.
DOI: 10.5220/0013234800004558
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 1st International Conference on Modern Logistics and Supply Chain Management (MLSCM 2024), pages 122-128
ISBN: 978-989-758-738-2
Proceedings Copyright © 2025 by SCITEPRESS – Science and Technology Publications, Lda.
real-time operation process in the game, promoting
cross-game interoperability, cultivating a strong
player community, and realizing the integration of
real and virtual environments. The realization of this
vision is due to the large amount of data resources
accumulated by the game development industry. By
integrating AI technology, game development will
move to a new stage, bringing players a more
immersive and personalized gaming experience.
In addition, AI technology is also promoting the
democratization of 3D model creation, especially in
the field of VR games. Tools like Google Genie
enable creators to generate game content through
prompts and sketches, although converting 2D to 3D
still faces challenges in data sets and computing
requirements. Artificial intelligence can reduce the
motivation of game development, stimulate
innovation, and simplify content creation, allowing
more creators to realize their vision of the virtual
world. As technology develops, user-generated VR
experiences will become more convenient, and future
VR games will enhance diversity and creativity
(Begemann, Hutson, 2024).
This article will explore the various applications
of AI in game production and look forward to its
future development trends.
This article introduces three different types of AI-
assisted game design methods: reinforcement
learning-based methods, generative adversarial
network-based methods, and convolutional neural
network-based methods.
In the field of game plot generation, researchers
have proposed several innovative methods based on
machine learning. First, the reinforcement learning-
based method allows AI agents to learn to generate
the best game plots through interaction with the
environment, and optimize the generation quality
based on player feedback to provide players with a
personalized gaming experience. Second, the method
of using generative adversarial networks (GANs) can
produce high-quality, realistic game content, break
through the limitations of rule-based games, and
generate a unique gaming environment. Third,
convolutional neural networks, with their powerful
visual perception capabilities, can help AI agents
understand and analyze game scenes, provide
important contextual basis for plot generation, and
combine reinforcement learning to learn the optimal
decision-making strategy. These innovative machine
learning-based methods have opened up new
possibilities in the field of game plot generation.
From the perspective of difficulty and
implementation, there are still some differences in
these three directions. (Andrew, James, 2024) The
first and second are relatively more feasible, while the
third may require more technical breakthroughs.
2 GAME LEVEL
RECOMMENDATION
METHOD AND DEVICE BASED
ON REINFORCEMENT
LEARNING
Reinforcement learning is an innovative method of
machine learning that allows intelligent agents to
complete tasks through interactive learning with the
environment. The agent first observes the state of the
environment, selects and executes actions, and
obtains corresponding reward feedback. Although
there is no pre-labeled training data and no evaluation
of each action, the agent can learn from the lagged
overall feedback and ultimately obtain the optimal
decision-making strategy to obtain the maximum
cumulative reward. This learning model is suitable
for many application scenarios that require
autonomous learning, such as autonomous driving
and robot control, and provides new possibilities for
the development of these fields.
The goal of this chapter is to give a case study of
game reinforcement learning applications and to
explore in depth the working mechanism and failure
reasons of reinforcement learning algorithms in
practice. Although these algorithms can converge to
the optimal strategy under ideal conditions in theory,
these ideal conditions are often difficult to meet in
complex game environments, so it is necessary to
further study the performance of reinforcement
learning in practical applications.
In addition to the algorithm itself, other factors
such as the choice of representation, the encoding of
domain knowledge, and heuristic methods also have
an important impact on the application effect of
reinforcement learning in games.
This example provides a game level
recommendation device and method based on
reinforcement learning as shown in Figure 1. The
device includes:
A state input unit, which collects game-related
data of the player.
A first neural network, which recommends game
levels of matching difficulty to the player based on
the game-related data collected by the state input unit.
A second neural network, which generates
evaluation information based on the game-related
Research on User-Defined Game Generation Based on AI
123
data collected by the state input unit and the game
levels recommended by the first neural network.
And a parameter updating unit, which updates the
first parameter of the first neural network and the
second parameter of the second neural network based
on the evaluation information. Through the
embodiment of the present application, game levels
of appropriate difficulty are adaptively recommended
to players (Zhu, 2023).
Figure 1: Device diagram (Picture credit: Original).
Therefore, adaptive deep reinforcement learning
is used to dynamically and real-time adjust and match
the game difficulty according to the player's skill
level and game status, so that the player's skill level
and the difficulty of the game level are fully matched,
allowing the player to obtain a satisfactory gaming
experience.
3 ANIME-STYLE GAME
BACKGROUND GENERATION
METHOD AND PLATFORM
BASED ON GENERATIVE
ADVERSARIAL NETWORK
Next, the paper will give a specific example involving
the field of robot control, and more specifically, a
method and platform for generating anime-style game
backgrounds based on generative adversarial
networks.
3.1 Specific Steps
First, a dataset of game background images is
constructed. Each scene contains images at three
different time nodes, and each image is labeled with
attributes. Next, a color transfer network for
generating color segmentation maps and a style
reconstruction network for reconstructing anime style
maps are constructed. The pre-trained Visual
Geometry Group (VGG) network and Gram matrix
loss function are used to optimize the structure and
style of the generated images. In the model
preparation stage, Python is used to create a
generative adversarial network for anime style
transfer. The edge detection and image segmentation
algorithms are used in the input stage to generate line
drawings and color block drawings of photos, which
are combined with anime style pictures for
unsupervised training. Then, a conditional generative
adversarial network is used to perform color transfer
on the color segmentation map of the photo. The color
block map is combined with the time node label and
input into the generator to generate images at
different time nodes. Finally, the edge extraction and
color segmentation algorithms are used to process the
training pictures, and the network models of the color
transfer and style reconstruction stages are
established. The photos and time node labels are input
into the generator to generate the target anime style
game background images (Liu, Wang, Zhu, 2022).
Generators G1 and G2 are composed of two parts:
encoding and decoding. The encoding part includes a
fully connected layer, a downsampling layer, and
multiple residual blocks, and the decoding part
includes an upsampling layer and a fully connected
layer. Each time the sample is downsampled, the
feature map size is halved, and each time the sample
is upsampled, the feature map size is doubled.
G1 is responsible for converting the color
segmentation map of the photo into the color features
of a specific time node. The photo and time tag are
input into G1, and the color segmentation map that
conforms to the time semantics is output.
Discriminator D1 determines whether the input is an
anime color segmentation map.
G2 is responsible for encoding and decoding the
line map and the color segmentation map into a
complete anime-style picture. The line map of edge
detection and the color segmentation map output by
G1 are spliced and input into G2, and the target
anime-style background is output. Discriminator D2
determines whether the input is an anime picture.
The framework is implemented through two
generative adversarial networks. G1 and D1 are
trained first, and then G2 and D2 are trained, and
finally an anime-style game background is generated.
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3.2 Analysis
This method uses the powerful ability of generative
adversarial networks to convert the color and style
features of images into anime styles, providing a new
solution for game background generation. The
generator uses the encoding-decoding structure to
fully explore the potential features of the image, and
the discriminator ensures that the output results meet
the requirements of the anime style. This end-to-end
learning method saves a lot of manual design and
debugging, and can greatly improve the efficiency of
game background generation. However, in practical
applications, some key technical problems still need
to be solved, such as how to further improve the
authenticity and diversity of the generated effects,
and how to achieve the deep integration of automatic
generation and manual creation.
Table 1 below is a comparison table of the
generation effects of this example and various
methods. Each group of rows from top to bottom are
the outputs under the daytime, dusk, and night labels.
The lower right corner of each image in the output
result of NST is the selected style image. When the
style map is selected appropriately, good results can
be output, but in practical applications it is difficult to
ensure that each photo input has a suitable style map.
The output result of CycleGAN has the color of anime
pictures, but the texture is too complex, and it is
impossible to generate images with different time
features. MUNIT can generate style images with
different time features, but the images generated by
MUNIT have largely lost the original image structure.
Based on CartoonGAN, the paper adds temporal
condition input and name it CartoonGAN. Its output
image has temporal features, but the color is dim and
the texture is not smooth enough.
Table 1: Comparison results (Liu, Wang, Zhu, 2022).
Way
NST
Cycle
GAN
MUNIT
C
artoo
n
GAN
ECartoon
GA
N
Result
Cartoon
Style
234.32 154.16 144.37 117.22 80.2 72.48
Cartoon
Daytime
276.41 212.37 217.95 163.97 158.50 143.87
Cartoon
Dusk
255.35 223.7 214.06 171.39 159.32 145.19
Cartoon
N
ight
238.69 209.27 215.95 167.48 162.53 153.69
3.3 Result
This example outputs colors with different temporal
features and smooth textures. The lines of the fences
and branches on the road become straight, and the
distant view is filled with a uniform atmosphere color,
which is a technique often used in game original
painting. In order to make the evaluation more
objective, the FID distance indicator is used to
evaluate the quality of the generated image. FID is an
indicator used to evaluate the effect of image
processing. It uses a pre-trained ImageNet model to
extract high-level features of the image and calculate
the distance between the two image domains. When
calculating FID for anime image domains with
different temporal features, CycleGAN and
CartoonGAN each use the same output domain, while
other methods use the output of each group of specific
time labels and the corresponding anime time feature
domain for calculation. Therefore, this example not
only achieves the best results in the anime style FID
indicator, but also achieves the best results in the
comparison of FID indicators in each temporal
feature domain.
4 DESIGN OF AI FOR THE DARK
SOULS GAME BASED ON
CONVOLUTIONAL NEURAL
NETWORK
Game developers are trying to apply artificial
intelligence and machine learning to games to
improve the behavioral logic of game characters and
the adaptability of the game difficulty curve, so that
the behavior of virtual characters is closer to that of
intelligent creatures, thus enhancing the player's
sense of involvement and achievement.
In terms of game screen data training, this
example uses an improved convolutional neural
network model, such as AlexNet, to achieve efficient
and accurate model training effects. Taking "Dark
Soul" as an example, it shows how to use deep
learning technology to enable game characters to
achieve automated and adaptive attack and defense,
and create virtual characters that are closer to human
behavior. Through artificial intelligence and machine
learning technology, game developers are working
hard to improve the intelligence level of game
characters and enhance players' gaming experience.
This is a vibrant research direction (
Kusiak, 2019).
Through methods such as Canny edge detection
algorithm and color space compression, the numerical
processing of the game UI is realized, and Grab Cut
technology is used to extract the main body of the
image, accumulating a large amount of data for
Research on User-Defined Game Generation Based on AI
125
subsequent model training. Based on deep learning,
the AlexNet model was selected as the basis, and
through hyperparameter tuning, the error function of
the model was significantly reduced and the
performance was improved. The trained program was
applied to the actual game environment for testing,
which verified that the proposed game AI can
simulate some of the player's behaviors in the game.
This research makes full use of computer vision
and deep learning technology to achieve
preprocessing and efficient modeling of game UI
data, providing strong support for the intelligence of
game characters. Through verification in actual
games, the effectiveness of the proposed method is
also proved. This idea of applying artificial
intelligence to game development helps to promote
the intelligence of game character behavior and the
optimization of game experience.
4.1 in Terms of Image Preprocessing
The following image preprocessing measures provide
a high-quality data foundation for subsequent model
training.
Using the Canny edge detection algorithm, blood
bar information is extracted from the game UI, and
the character blood volume value is obtained by
analyzing the edge ratio. The Canny algorithm
includes Gaussian filtering, gradient calculation,
weak edge suppression, and hysteresis processing.
In order to reduce the computational complexity,
the RGB color space is converted to the grayscale
space A, and the image subject is highlighted by
increasing the contrast. Specifically, the formula
A* = A ± 1.3σ is used for transformation.
The GrabCut algorithm is used to extract the
image subject. The algorithm uses image texture and
boundary information to achieve interactive image
segmentation through the minimum cut algorithm.
4.2 in Terms of Model Training
This study chose to use the Adam optimization
algorithm. Adam is a stochastic optimization method
based on adaptive learning rate. It has the advantages
of simple implementation, high computational
efficiency, and low memory requirements. It is very
suitable for processing large-scale data and parameter
optimization problems. Adam calculates the adaptive
learning rate of different parameters by estimating the
first-order and second-order moments of the gradient.
It has the advantage of convergence speed in the
online optimization framework, and its effect is better
than other stochastic optimization methods in
practice. Based on these advantages, this study chose
to use the Adam optimization algorithm when
optimizing the model loss function. The specific
implementation details of Adam can be found in
relevant literature and will not be repeated here
(Wang,2022).
In general, the use of an efficient Adam optimizer
in the model training stage helps to improve training
performance and accelerate model convergence. This
lays the foundation for the efficient training of game
AI systems.
Implementation under the Tensor flow framework
This paper simplifies the behavior of game characters
into four types as shown in Table 2, which is the
output of this set of vectors after the grayscale matrix
is input into the entire convolutional neural network.
Then select the Adam optimizer for training.
Select 100 batches in 20 epochs for iteration. It can
be seen that as the number of training times decreases,
the value of Loss Function continues to decrease. The
Loss Function selected here is the cross entropy of the
entire classification. This value can reflect the
difference information between two probability
distributions in Shannon information theory.
Table 2: Game character behavior.
N
ame The
correspondi
ng vecto
r
The
corresponding
b
utton
Action
Attack
{1,0,0,0} Left key
Cause damage to
non-defensive
enemies
Plus
shield
defense
{0,1,0,0} Right key
Avoid opponent
damage when you
h
ave enou
g
h ener
gy
Roll to
avoid
{0,0,1,0} Space
Avoid enemy
damage and
distance
Drink
element
b
ottle
{1,0,0,1} R Reply HP
4.3 Actual test results of the model
During the game, Researchers can continuously take
screenshots and let the previously trained model make
predictions to give the operations that should be
performed at this time. Researchers can also use
Python programming to simulate the corresponding
key presses on the keyboard to test the actual effect
of the game AI here.
Hold the shield to defend and roll backwards
when the enemy attacks. As shown in Figure 2.
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126
Figure 2: Attack game action (Wang, 2022).
It can be found that when the model captures the
enemy in the picture and shows an attacking tendency,
it allows the player to adopt a defensive or backward
rolling evasion strategy with a certain probability.
Active attack when the enemy is in a non-defense
state, it can be found that when the model captures the
enemy in the picture, it will actively attack the enemy
in a non-defense state. As shown in Figure 3.
Figure 3: Non-defensive game moves (Wang, 2022).
5 CHALLENGES AND
PROSPECTS
In fact, AI+games are facing some challenges, but
their future development prospects still exist.
First, at the technical level, the application of new
technologies such as AI needs further breakthroughs
and maturity, and its application in game production,
interaction, etc. needs further exploration and
verification. At the same time, fluctuations in policy
and regulatory environment may also affect the
development of AI in the game field. In addition,
there is uncertainty as to whether the recovery process
of the game accommodation end continues and
whether the application of AI technology can
continue to keep up with the changing market
demand.
But on the other hand, with the continuous
breakthroughs of AI technology in content
production, personalized experience, etc., AI+games
will become an important driving force for the
development of the industry. Under the general
environment of policy support and revenue recovery,
the application of AI in game production, operation
and other links will be further deepened, bringing
players a more immersive and interactive game
experience. In the next five years, Shanghai Pudong
New Area will invest more than 10 billion yuan to
support content research and development and
technological innovation in the game industry, which
will inevitably drive AI+games. Overall, although
AI+games are still facing some challenges, their
development prospects are still valid. The dual-wheel
drive of technological innovation and policy support
will promote the wider and deeper application of AI
in the field of game realization, bringing new
innovation and development momentum to the game
industry.
Overall, with favorable policies and continuous
improvement in the input side, the deep integration of
artificial intelligence and games will surely promote
exciting innovation and development in the game
industry. Game companies can further explore the
potential of artificial intelligence in game production
and operation, bring players a more immersive and
interactive gaming experience, and promote the high-
quality development of the entire industry. Overall,
with favorable policies and continuous improvement
in the input side, the deep integration of artificial
intelligence and games will surely promote exciting
innovation and development in the game industry.
Game companies can further explore the potential of
artificial intelligence in game production and
operation, bring players a more immersive and
interactive gaming experience, and promote the high-
quality development of the entire industry. (CGIGC,
2024)
The application of AI in games is still in its
infancy, and many legal, ethical and technical
obstacles need to be resolved. At present, the legal
ownership and copyright protection of games that use
AI to generate assets are unclear, which makes it
difficult for existing intellectual property owners to
use third-party AI models in their production
processes. However, the opportunity lies not only in
making existing games faster and cheaper, but also in
creating new AI games. With systems like generative
agents, personalization, AI narratives, dynamic world
building, and AI co-pilots, the paper may be on the
verge of seeing the first never-ending game
created by an AI developer.
6 CONCLUSION
In summary, this article reviews three existing
methods for game-assisted design using artificial
intelligence technology: methods based on
Research on User-Defined Game Generation Based on AI
127
reinforcement learning, generative adversarial
networks, and convolutional neural networks. These
technologies help to automatically generate game
content and provide a more user-friendly game
creation environment for ordinary users.
Artificial intelligence technology has made great
progress in the field of games. Starting from the
success of reinforcement learning algorithms in the
classic game TD-Gammon, AI technology has been
widely used in various games, including video games,
real-time strategy games, first-person shooters, and
role-playing games. Although the success of TD-
Gammon cannot be repeated in every game, there are
still many promising results and valuable lessons to
learn.
In terms of image generation, deep learning-based
methods show great potential. With the
popularization of the Internet, users can easily
generate game backgrounds through a browser. This
method can effectively convert the input image into
anime-style game background images and differential
images under different time conditions while
maintaining clear edges. At the same time, the
friendly user interaction interface and the web
platform based on familiar interaction logic greatly
improve the user experience.
Convolutional neural network is also an effective
game AI design method. The game UI is processed
by edge detection techniques such as Canny operator,
image memory is reduced, and a convolutional neural
network model based on AlexNet is constructed to
simulate player behavior. Although this method
performs well in actual game environment tests, it
may have certain limitations in processing sequence
data and dynamic decision-making and model
interpretability compared to reinforcement learning
and generative adversarial networks.
Generative adversarial networks are good at
learning from existing sample data and generating
new game materials, which improves the speed and
accuracy of training. However, this method is
difficult to train, prone to problems such as mode
collapse, and the generated content may be
unreasonable, and the computing resources required
are also high.
In actual game design, multiple AI technologies
are usually combined to give full play to their
respective advantages to achieve better results and
experience. In general, the use of artificial
intelligence for game concept design and iterative
optimization has injected new vitality into the game
industry and provided valuable opportunities for the
creative process.
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