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Evolutionary Game Design
(Englisch)
SpringerBriefs in Computer Science
Cameron Browne

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Evolutionary Game Design

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Produktbeschreibung

Describes the world's first experiment in fully automated game design.

Includes the first commercially published board game to be designed by computer.

Includes a new game deillegalscription language for describing general games.

Provides unique insights into the game design process.

Describes 57 aesthetic criteria used to identify interesting games

 Should appeal to AI researchers and anyone interested in games


Describes the world's first experiment in fully automated game design.

Includes the first commercially published board game to be designed by computer.

Includes a new game deillegalscription language for describing general games.

Provides unique insights into the game design process.

Describes 57 aesthetic criteria used to identify interesting games

Should appeal to AI researchers and anyone interested in games

Includes supplementary material: sn.pub/extras


The book describes the world's first successful experiment in fully automated board game design. Evolutionary methods were used to derive new rule sets within a custom game deillegalscription language, and self-play trials used to estimate each derived game's potential to interest human players. The end result is a number of new and interesting games, one of which has proved popular and gone on to be commercially published.

Introduction.-Games in General.-The Ludi System.-Measuring Games.-Evolving Games.-Viable Games.-Yavalath.-Conclusion.

"[This book] is a valuable contribution to evolutionary computation and more generally to artificial intelligence. It is engaging to read, easy to follow and lives up to its promises. Furthermore, it delivers insights that should be helpful to anyone interested in AI and games. In the beginning, [the author] cites Leibniz who once said 'Human being are never more ingenious than in the invention of games'. In my opinion, [this book] says how to transfer parts of this ingenuity to the machine." (Amine Boumaza, Genetic Programming and Evolvable Machines, Springer, 2012)






Cameron Browne is a software engineer living in Brisbane, Australia. He has been an avid board game player for many years and developed a special interest in connection games after being introduced to Hex.

Inhaltsverzeichnis

Introduction.-Games in General.-The Ludi System.-Measuring Games.-Evolving Games.-Viable Games.-Yavalath.-Conclusion.


Klappentext

The book describes the world's first successful experiment in fully automated board game design. Evolutionary methods were used to derive new rule sets within a custom game deillegalscription language, and self-play trials used to estimate each derived game's potential to interest human players. The end result is a number of new and interesting games, one of which has proved popular and gone on to be commercially published.




Describes the world's first experiment in fully automated game design.

Includes the first commercially published board game to be designed by computer.

Includes a new game deillegalscription language for describing general games.

Provides unique insights into the game design process.

Describes 57 aesthetic criteria used to identify interesting games

Should appeal to AI researchers and anyone interested in games

Includes supplementary material: sn.pub/extras

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