Deceptive Level Generation for Angry Birds
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Abstract (arXiv)
The Angry Birds AI competition has been held over many years to encourage the development of AI agents that can play Angry Birds game levels better than human players. Many different agents with various approaches have been employed over the competition's lifetime to solve this task. Even though the performance of these agents has increased significantly over the past few years, they still show major drawbacks in playing deceptive levels. This is because most of the current agents try to identify the best next shot rather than planning an effective sequence of shots. In order to encourage advancements in such agents, we present an automated methodology to generate deceptive game levels for Angry Birds. Even though there are many existing content generators for Angry Birds, they do not focus on generating deceptive levels. In this paper, we propose a procedure to generate deceptive levels for six deception categories that can fool the state-of-the-art Angry Birds playing AI agents. Our results show that generated deceptive levels exhibit similar characteristics of human-created deceptive levels. Additionally, we define metrics to measure the stability, solvability, and degree of deception of the generated levels.
Key facts. Cited by 5 papers in the map (data through 7 Oct 2026). Builds on 5 of its 23 references that are in the map. First posted on arXiv 3 Jun 2021.
Builds on
5 of 23 references.
References · 5
- 2015Do We Need More Training Data?cited by 26
- 2018Deceptive Gamescited by 5
- 2018The 2017 AIBIRDS Competitioncited by 5
- 2016AI Researchers, Video Games Are Your Friends!cited by 4
- 2019Superstition in the Network: Deep Reinforcement Learning Plays Deceptive Gamescited by 4
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Citing papers per year: 2021: 1; 2022: 0; 2023: 3; 2024: 0; 2025: 1.
5 papers.
- 2021Phy-Q as a measure for physical reasoning intelligencecited by 10
- 2023ChatGPT4PCG Competition: Character-like Level Generation for Science Birdscited by 8
- 2023Physics-Based Task Generation through Causal Sequence of Physical Interactionscited by 0
- 2023Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birdscited by 0
- 2025From Unstable to Playable: Stabilizing Angry Birds Levels via Object Segmentationcited by 0
- 2025From Unstable to Playable: Stabilizing Angry Birds Levels via Object Segmentation28 Sep 2025
- 2023Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birds5 Sep 2023
- 2023Physics-Based Task Generation through Causal Sequence of Physical Interactions5 Aug 2023
- 2023ChatGPT4PCG Competition: Character-like Level Generation for Science Birds28 Mar 2023
- 2021Phy-Q as a measure for physical reasoning intelligence31 Aug 2021