A Continuous Information Gain Measure to Find the Most Discriminatory Problems for AI Benchmarking
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Abstract (arXiv)
This paper introduces an information-theoretic method for selecting a subset of problems which gives the most information about a group of problem-solving algorithms. This method was tested on the games in the General Video Game AI (GVGAI) framework, allowing us to identify a smaller set of games that still gives a large amount of information about the abilities of different game-playing agents. This approach can be used to make agent testing more efficient. We can achieve almost as good discriminatory accuracy when testing on only a handful of games as when testing on more than a hundred games, something which is often computationally infeasible. Furthermore, this method can be extended to study the dimensions of the effective variance in game design between these games, allowing us to identify which games differentiate between agents in the most complementary ways.
Key facts. Cited by 6 papers in the map (data through 14 Oct 2026). First posted on arXiv 9 Sep 2018.
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Citing papers per year: 2021: 2; 2022: 1; 2023: 1; 2024: 0; 2025: 2.
6 papers.
- 2021General Board Game Conceptscited by 8
- 2021Comparing PCG metrics with Human Evaluation in Minecraft Settlement Generationcited by 5
- 2023Measuring Board Game Distancecited by 5
- 2025Best Agent Identification for General Game Playingcited by 1
- 2025Mortar: Evolving Mechanics for Automatic Game Designcited by 1
- 2022Visualising Multiplayer Game Spacescited by 0
- 2025Mortar: Evolving Mechanics for Automatic Game Design31 Dec 2025
- 2025Best Agent Identification for General Game Playing1 Jul 2025
- 2023Measuring Board Game Distance10 Jan 2023
- 2022Visualising Multiplayer Game Spaces11 Feb 2022
- 2021Comparing PCG metrics with Human Evaluation in Minecraft Settlement Generation6 Jul 2021
- 2021General Board Game Concepts2 Jul 2021