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GAVEL: Generating Games via Evolution and Language Models
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Proposes GAVEL, which fine-tunes CodeLlama-13b as a fill-in-the-middle mutation operator over Ludii game descriptions and runs MAP-Elites over concept-based PCA archives to generate playable novel board games.
Problem
Automatically generating novel, playable and interesting board games represented in a large, expressive game description language (Ludii), where search space is huge and originality/quality evaluation is hard.
Approach
Fine-tune a code LLM with fill-in-the-middle objective on Ludii game code to act as a mutation operator inside a MAP-Elites quality-diversity search, using a game-agnostic hierarchical fitness from simulated playouts and an archive built from PCA-reduced Ludii concept vectors.
Key results
- GAVEL achieves QD score 395.62 vs 296.92 for pure sampling, 268.16 for GPT-4o, and 341.17 for GAVEL-UCB (3 runs each).
- Over 500 generations from 14 seeds, GAVEL produced 185 novel variations, 130 playable, with 62 occupying cells not covered by any Ludii game.
- Fitness-based archive filling: GAVEL fills about 106.67 cells with fitness>0.5 vs 83.00 for pure sampling and 80.67 for GPT-4o.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use MAP-Elites search rather than pure sampling | GAVEL with fine-tuned CodeLlama-13B · MAP-Elites archive | QD score: 296.92 { ± 14.84} -> 395.62 { ± 17.46} | Helped |
| use GAVEL instead of direct GPT-4o sampling | game generation · MAP-Elites archive | QD score: 268.16 { ± 17.33} -> 395.62 { ± 17.46} | Helped |
| select mutation locations with UCB (ablation) | GAVEL · MAP-Elites archive | QD score: 395.62 { ± 17.46} -> 341.17 { ± 14.39} | Hurt |
| select mutation locations with UCB (ablation) | GAVEL · MAP-Elites archive | # playable: 117.67 { ± 9.46} -> 96.67 { ± 6.02} | No clear effect |
| mutate validation-set games rather than training-set games (ablation) | fine-tuned CodeLlama-13b · game mutation, Novel & Valid | proportion: 16.67 -> 46.00 | Helped |
| increase sampling temperature from 0.5 to 1.5 (ablation) | training-set game mutations, Top-K 20 · game mutation | Novel & Valid: 16.67 -> 22.33 | Helped |
| increase sampling temperature from 0.5 to 1.5 (ablation) | validation-set game mutations, Top-K 20 · game mutation | Novel & Valid: 46.00 -> 33.33 | Hurt |
| increase archive dimensionality at fixed target size (ablation) | MAP-Elites archive · Ludii training games | unique occupied cells | Hurt |
Surprising findings
- Mutations of training-set games are mostly exact duplicates of the original, so held-out games were used for initialization to avoid memorization.
- CVT archives on the full 510-dimensional concept space collapsed games into very few cells, so PCA was used instead.
Limitations
- Many generated games contain unused rules that the evaluation cannot detect.
- Fitness metrics are only minimal proxies of interestingness; human expert filtering was needed.
- Held-out initialization games share features, limiting archive diversity; statistical significance is limited with three runs.
Experimental setup
Datasets: Ludii game library (1182 games; 574 used for training, 14 held out)
Benchmarks: Ludii concept-based archive QD score playability and fitness metrics from simulated playouts
Metrics: QD score number of playable cells number of cells with fitness>0.5 novel cells balance decisiveness completion agency coverage strategic depth
Baselines: GAVEL-UCB Pure Sampling GPT-4o
Builds on: evolution through large models MAP-Elites CodeLlama LoRA Ludii
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