Evolutionary game design

Aus de_evolutionary_art_org
Version vom 14. Juni 2016, 21:59 Uhr von Gubachelier (Diskussion | Beiträge) (Die Seite wurde neu angelegt: „ == Referenz == C. Browne and F. Maire: Evolutionary game design. Computational Intelligence and AI in Games, IEEE Transactions on, vol. 2, no. 1, pp. 1-…“)

(Unterschied) ← Nächstältere Version | Aktuelle Version (Unterschied) | Nächstjüngere Version → (Unterschied)
Wechseln zu: Navigation, Suche


Referenz

C. Browne and F. Maire: Evolutionary game design. Computational Intelligence and AI in Games, IEEE Transactions on, vol. 2, no. 1, pp. 1-16, mar. 2010.

DOI

http://dx.doi.org/10.1109/TCIAIG.2010.2041928

Abstract

It is easy to create new combinatorial games but more difficult to predict those that will interest human players. We examine the concept of game quality, its automated measurement through self-play simulations, and its use in the evolutionary search for new high-quality games. A general game system called Ludi is described and experiments conducted to test its ability to synthesize and evaluate new games. Results demonstrate the validity of the approach through the automated creation of novel, interesting, and publishable games.

Extended Abstract

Bibtex

@ARTICLE{5404867,
author={C. Browne and F. Maire},
journal={IEEE Transactions on Computational Intelligence and AI in Games},
title={Evolutionary Game Design},
year={2010},
volume={2},
number={1},
pages={1-16},
keywords={combinatorial mathematics;evolutionary computation;game theory;games of skill;Ludi system;combinatorial game;evolutionary game design;evolutionary search;game quality concept;general game system;high quality games;publishable games;self play simulation;Aesthetics;artificial intelligence (AI);combinatorial game;evolutionary search;game design},
doi={10.1109/TCIAIG.2010.2041928},
url={http://dx.doi.org/10.1109/TCIAIG.2010.2041928 http://www.doc.ic.ac.uk/~sgc/papers/browne_cig11.pdf http://de.evo-art.org/index.php?title=Evolutionary_game_design },
ISSN={1943-068X},
month={March},
}

Used References

B. Pell, H. Van den Kerik and L. Allis, "METAGAME: A new challenge for games and learning" in Heuristic Programming in Artificial Intelligence 3, 1992, Ellis Horwood

K. Salen and E. Zimmerman, Rules of Play, 2004, MIT Press

E. Berlekamp , J. Conway and R. Guy, Winning Ways for Your Mathematical Plays, vol. 1 and 2, 1982, Academic

R. Dawkins, The Selfish Gene, 1976, Oxford Univ. Press

A. Borvo, Anatomie D\'un Jeu de Cartes: L\'Aluette ou le Jeu de Vache, 1977, Librarie Nantaise Yves Vachon

D. Parlett, "What is a ludeme?", Incompleat Gamester, 2007, [online] Available: online

C. Browne, Hex Strategy: Making the Right Connections, 2000, AK Peters

J. Holland, Emergence: From Chaos to Order, 1998, Addison-Wesley

L. Horsten, Philosophy of Mathematics,, 2007, [online] Available: online

J. Pitrat, "Realization of a general game-playing program", Proc. Int. Fed. Inf. Process. Congr., vol. 2, pp. 1570-1574, 1968

M. Genesereth , N. Love and B. Pell, "General game playing: Overview of the AAAI competition", AI Mag., vol. 26, no. 2, pp. 62-72, 2005

N. Love , T. Hinrichs , D. Haley , E. Schkufza and M. Genesereth, General game playing: Game description language specification,, 2006

J. Mallett and M. Lefler, Zillions of Games,, 1998, [online] Available: online

B. Kernighan and R. Pike, The Practice of Programming, 1999, Addison-Wesley

C. Browne, Automatic generation and evaluation of recombination games, 2008

S. Russell and P. Norvig, Artificial Intelligence: A Modern Approach, 2003, Prentice Hall

S. Epstein, D. Levy and D. Beal, "Deep forks in strategic maps: Playing to win" in Heuristic Programming in Artificial Intelligence 2, pp. 189-203, 1991, Ellis Horwood

B. Pell, Strategy generation and evaluation for meta-game playing, 1993

T. Bäck , F. Hoffmeister and H. Schwefel, "Basic aspect of evolution strategies", Stat. Comput., vol. 4, no. 2, pp. 51-63, 1994 http://dx.doi.org/10.1007/BF00175353

M. Thompson, "Defining the abstract", The Games J., 2000, [online] Available: online

I. I. Althfer, Computer-aided game inventing,, 2003, [online] Available: online

H. Iida , K. Takahara , J. Nagashima , Y. Kajihara and T. Hashimoto, M. Rauterberg, "An application of game-refinement theory to Mah Jong" in Proceedings of the International Conference on Entertainment Computing, vol. 3116, pp. 445-450, 2004, Springer-Verlag

C. Browne, Connection Games: Variations on a Theme, 2005, AK Peters

W. Kramer, "What makes a game good?", The Games J., 2000, [online] Available: online

M. Gardner, "Theory of everything", The New Criterion, vol. 23, no. 2, 2004, [online] Available: online

H. Ellis, Impressions and Comments, 1914, Houghton Mifflin

G. Birkhoff, Aesthetic Measure, 1933, Harvard Univ. Press http://dx.doi.org/10.4159/harvard.9780674734470

G. Stiny and J. Gips, Algorithmic Aesthetics: Computer Models for Criticism and Design in the Arts, 1978, Univ. California Press

A. Perlis, "Epigrams on programming", SIGPLAN Notices, vol. 17, no. 9, pp. 7-13, 1982 http://dx.doi.org/10.1145/947955.1083808

T. Rolle, Development of a multi-game engine, 2003

L. Hansheng and K. Lishan, "Balance between exploration and exploitation in genetic search", Wuhan Univ. J. Natural Sci., vol. 4, no. 1, pp. 28-32, 1999 http://dx.doi.org/10.1007/BF02827615

T. Bck , F. Hoffmeister and H. Schwefel, R. Belew and L. Booker, "A survey of evolution strategies" in Genetic Algorithms, pp. 2-9, 1991, Morgan Kaufman

J. Baker, "Reducing bias and inefficiency in the selection algorithm", Proc. 2nd Int. Conf. Genetic Algorithms Appl., pp. 14-21, 1987

J. Koza, "Genetic programming as a means for programming computers by natural selection", Stat. Comput., vol. 4, pp. 87-112, 1994 http://dx.doi.org/10.1007/BF00175355

W. Langdon, "Data structures and genetic programming" in Advances in Genetic Programming 2, pp. 395-414, 1996, MIT Press

D. Montana, "Strongly typed genetic programming", J. Evol. Comput., vol. 3, pp. 199-230, 1995 http://dx.doi.org/10.1162/evco.1995.3.2.199

Z. Michalewicz and G. Nazhiyath, "Genocop III: A co-evolutionary algorithm for optimisation problems with nonlinear constraints", Proc. 2nd IEEE Conf. Evol. Comput., pp. 647-651, 1995 http://dx.doi.org/10.1109/ICEC.1995.487460

J. Greene, Angband,, 2007, [online] Available: online

G. Costikyan, Don\'t be a vidiot: What computer game designers can learn from non-electronic games,, 2005, [online] Available: online

T. Soule and J. Foster, "Code size and depth flows in genetic programming", Proc. 2nd Conf. Genetic Programm., pp. 313-320, 1997

N. R. Andrs, Nestorgames,, 2009, [online] Available: online

S. Alden, BoardGameGeek,, 2000, [online] Available: online

L. Kocsis and C. Szepesvri, "Bandit based Monte-Carlo planning", Proc. 15th Eur. Conf. Mach. Learn., pp. 282-293, 2006

Links

Full Text

http://www.doc.ic.ac.uk/~sgc/papers/browne_cig11.pdf

internal file


Sonstige Links