Evolutionary Game Design [electronic resource] /
Browne, Cameron.author.
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 description 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.
Description based upon print version of record.
Evolutionary Game Design; Preface; Contents; 1 Introduction; Abstract; 1.1...Creativity at Play; 1.1.1 Computational Creativity; 1.1.2 Creativity in Games; 1.2...Overview; 1.2.1 Structure; 2 Games in General; Abstract; 2.1...Defining Games; 2.1.1 Combinatorial Games; 2.2...Game Elements; 2.2.1 Ludemes; 2.2.2 Variants; 2.2.3 Recombination Games; 2.2.4 Game Distance; 3 The Ludi System; Abstract; 3.1...Game Description Language; 3.2...General Game Player; 3.2.1 Anti-Cycle Measures; 3.3...Strategy Module; 3.3.1 Advisors; 3.3.2 N-in-a-Row Advisor; 3.3.3 Policies; 3.3.4 Policy Selection
3.3.5 Emergent Strategies3.4...Experiment I: Game Ranking; 4 Measuring Games; Abstract; 4.1...Quantifying Quality; 4.1.1 Game Quality; 4.1.2 Aesthetic Measure; 4.1.3 Aesthetic Model; 4.1.4 Operation; 4.2...Aesthetic Criteria; 4.2.1 Intrinsic Criteria; 4.2.2 Viability Criteria; 4.2.3 Quality Criteria; 4.2.3.1 Drama; 4.2.3.2 Uncertainty; 4.2.3.3 Lead Change; 4.2.3.4 Killer Moves; 4.2.3.5 Permanence; 4.3...Experiment II: Game Measurement; 4.3.1 Method; 4.3.2 Results; 5 Evolving Games; Abstract; 5.1...Computer Aided Game Design; 5.1.1 Genetic Programming; 5.2...Evolutionary Game Design
5.2.1 Quality Assurance5.3...Experiment III: Game Synthesis; 6 Viable Games; Abstract; 6.1...Discussion; 7 Yavalath; Abstract; 7.1...Analysis; 7.1.1 Rules; 7.1.2 Forcing Moves; 7.1.3 Puzzle Solution; 7.1.4 Strong Patterns; 7.1.5 First Move Advantage; 7.1.6 Draws; 7.1.7 Three Players; 7.2...Impact; 7.2.1 Publication; 7.2.2 Reception; 7.2.3 Acceptance; 7.2.4 Inspiration; 8 Conclusion; Abstract; 8.1...Regarding the Hypotheses; 8.2...Regarding the New Games; 8.3...Regarding the Evolutionary Approach; 8.4...Regarding Computational Creativity; Appendix A Ludi GDL: Grammar; A.1...Syntax; A.2...Data Types; A.3...Functions
A.4...GrammarAppendix B Ludi GDL: Functional Description; B.1 Structure; B.2 Game; B.3 Players; B.4 Board; B.5 Pieces and Movement; B.6 Start Conditions; B.7 Play Order; B.8 End Conditions; B.9 Support Metadata; Appendix C List of Advisors; Appendix D List of Aesthetic Criteria; D.1 Intrinsic Criteria; D.2 Quality Criteria; D.3 Viability Criteria; References
Includes bibliographical references and index.
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 description 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.
Artificial intelligence.
Application software.
Computer simulation.
Artificial Intelligence.
Computer Appl. in Arts and Humanities.
Simulation and Modeling.
SpringerBriefs in Computer Science