AIBIRDS CIG 2018 Level Generation Competition

This year we will run our third AIBIRDS Level Generation Competition. The competition will be held at the CIG 2018 conference in Maastricht, Netherlands, August 14-17, 2018. In the following we give a brief description of the competition and the competition rules. You can find brief instructions on how to install and use the provided software as well as a link to more detailed instructions here. The results of our second AIBIRDS Level Generation Competition that was held as part of CIG 2017 in New York, can be found here, the results of our first competition at CIG 2016 in Santorini, Greece, can be found here

The goal of this competition is to build computer programs that can automatically create fun and challenging game levels. The difficulty of this competition compared to similar competitions is that the generated levels must be stable under gravity, robust in the sense that a single action should not destroy large parts of the generated structure, and most importantly, the levels should be fun to play and challenging, that is, difficult but solvable.

This competition will evaluate each level generator based on the overall fun or enjoyment factor of the levels it creates. Aside from the main prize for “most enjoyable levels”, two additional prizes for “most creative levels” and “most challenging levels” will also be awarded. This evaluation will be done by an impartial panel of judges. restrictions will be placed on what objects can be used in the generated levels (in order to prevent pre-generation of levels). We will also generate 100 levels for each submitted generator and randomly select a fraction of those for the competition. There will be a penalty if levels are too similar. Each entrant will be evaluated for all prizes. More details on the competition rules and can be found in the detailed competition rules. You can als watch our instruction video

The competition will be based on the physics game implementation "Science Birds" by Lucas Ferreira using Unity3D as well as a baseline level generator by Matthew Stephenson. Instructions on how to install and use the provided software can be found here. Questions regarding the respective parts should be emailed to This email address is being protected from spambots. You need JavaScript enabled to view it. or This email address is being protected from spambots. You need JavaScript enabled to view it. . You can also use our discussion forum where we have a dedicated forum for the level generation competition. We also include a basic AI agent that can play Science Bird levels and which you can use for initial testing of your generated levels. It works similar to the Naive Agent developed for the main AI competition. You can also use any of the other AIBIRDS agents to play your levels. 


We wish all participants best of luck!

Jochen, Julian, Matthew, Gary, and Lucas