Exploring Representation in Evolutionary Level Design

Exploring Representation in Evolutionary Level Design
Title Exploring Representation in Evolutionary Level Design PDF eBook
Author Daniel Ashlock
Publisher Springer Nature
Pages 141
Release 2022-05-31
Genre Mathematics
ISBN 3031021207

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Automatic content generation is the production of content for games, web pages, or other purposes by procedural means. Search-based automatic content generation employs search-based algorithms to accomplish automatic content generation. This book presents a number of different techniques for search-based automatic content generation where the search algorithm is an evolutionary algorithm. The chapters treat puzzle design, the creation of small maps or mazes, the use of L-systems and a generalization of L-system to create terrain maps, the use of cellular automata to create maps, and, finally, the decomposition of the design problem for large, complex maps culminating in the creation of a map for a fantasy game module with designersupplied content and tactical features. The evolutionary algorithms used for the different types of content are generic and similar, with the exception of the novel sparse initialization technique are presented in Chapter 2. The points where the content generation systems vary are in the design of their fitness functions and in the way the space of objects being searched is represented. A large variety of different fitness functions are designed and explained, and similarly radically different representations are applied to the design of digital objects all of which are, essentially, maps for use in games.

Exploring Representation in Evolutionary Level Design

Exploring Representation in Evolutionary Level Design
Title Exploring Representation in Evolutionary Level Design PDF eBook
Author Daniel Ashlock
Publisher Morgan & Claypool Publishers
Pages 157
Release 2018-05-17
Genre Computers
ISBN 1681733315

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Automatic content generation is the production of content for games, web pages, or other purposes by procedural means. Search-based automatic content generation employs search-based algorithms to accomplish automatic content generation. This book presents a number of different techniques for search-based automatic content generation where the search algorithm is an evolutionary algorithm. The chapters treat puzzle design, the creation of small maps or mazes, the use of L-systems and a generalization of L-system to create terrain maps, the use of cellular automata to create maps, and, finally, the decomposition of the design problem for large, complex maps culminating in the creation of a map for a fantasy game module with designersupplied content and tactical features. The evolutionary algorithms used for the different types of content are generic and similar, with the exception of the novel sparse initialization technique are presented in Chapter 2. The points where the content generation systems vary are in the design of their fitness functions and in the way the space of objects being searched is represented. A large variety of different fitness functions are designed and explained, and similarly radically different representations are applied to the design of digital objects all of which are, essentially, maps for use in games.

Advances in Computational Intelligence

Advances in Computational Intelligence
Title Advances in Computational Intelligence PDF eBook
Author Jing Liu
Publisher Springer
Pages 0
Release 2012-05-23
Genre Computers
ISBN 9783642306860

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This state-of-the-art survey offers a renewed and refreshing focus on the progress in evolutionary computation, in neural networks, and in fuzzy systems. The book presents the expertise and experiences of leading researchers spanning a diverse spectrum of computational intelligence in these areas. The result is a balanced contribution to the research area of computational intelligence that should serve the community not only as a survey and a reference, but also as an inspiration for the future advancement of the state of the art of the field. The 13 selected chapters originate from lectures and presentations given at the IEEE World Congress on Computational Intelligence, WCCI 2012, held in Brisbane, Australia, in June 2012.

Affordance Theory in Game Design

Affordance Theory in Game Design
Title Affordance Theory in Game Design PDF eBook
Author Hamna Aslam
Publisher Springer Nature
Pages 97
Release 2022-06-01
Genre Mathematics
ISBN 3031021231

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Games, whether educational or recreational, are meant to be fun. How do we ensure that the game delivers its intent? The answer to this question is playtesting. However, a haphazard playtest process cannot discover play experience from various dimensions. Players' perceptions, affordances, age, gender, culture, and many more human factors influence play experience. A playtest requires an intensive experimental process and scientific protocols to ensure that the outcomes seen are reliable for the designer. Playtesting and players' affordances are the focus of this book. This book is not just about the playtest procedures but also demonstrates how they lead to the conclusions obtained when considering data sets. The playtest process or playtest stories differ according to the hypothesis under investigation. We cover examples of playtesting to identify the impact of human factors, such as age and gender, to examine a player's preferences for game objects' design and colors. The book details topics to reflect on possible emotional outcomes of the player at the early stages of game design as well as the methodology for presenting questions to players in such a way as to elicit authentic feedback. This book is intended mainly for game designers, researchers, and developers. However, it provides a general understanding of affordances and human factors that can be informative for readers working in any domain.

Introduction To Evolutionary Informatics

Introduction To Evolutionary Informatics
Title Introduction To Evolutionary Informatics PDF eBook
Author Robert J Marks Ii
Publisher World Scientific
Pages 331
Release 2017-02-27
Genre Computers
ISBN 9813142162

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Science has made great strides in modeling space, time, mass and energy. Yet little attention has been paid to the precise representation of the information ubiquitous in nature.Introduction to Evolutionary Informatics fuses results from complexity modeling and information theory that allow both meaning and design difficulty in nature to be measured in bits. Built on the foundation of a series of peer-reviewed papers published by the authors, the book is written at a level easily understandable to readers with knowledge of rudimentary high school math. Those seeking a quick first read or those not interested in mathematical detail can skip marked sections in the monograph and still experience the impact of this new and exciting model of nature's information.This book is written for enthusiasts in science, engineering and mathematics interested in understanding the essential role of information in closely examined evolution theory.

General Video Game Artificial Intelligence

General Video Game Artificial Intelligence
Title General Video Game Artificial Intelligence PDF eBook
Author Diego Pérez Liébana
Publisher Springer Nature
Pages 177
Release 2022-05-31
Genre Mathematics
ISBN 3031021223

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Research on general video game playing aims at designing agents or content generators that can perform well in multiple video games, possibly without knowing the game in advance and with little to no specific domain knowledge. The general video game AI framework and competition propose a challenge in which researchers can test their favorite AI methods with a potentially infinite number of games created using the Video Game Description Language. The open-source framework has been used since 2014 for running a challenge. Competitors around the globe submit their best approaches that aim to generalize well across games. Additionally, the framework has been used in AI modules by many higher-education institutions as assignments, or as proposed projects for final year (undergraduate and Master's) students and Ph.D. candidates. The present book, written by the developers and organizers of the framework, presents the most interesting highlights of the research performed by the authors during these years in this domain. It showcases work on methods to play the games, generators of content, and video game optimization. It also outlines potential further work in an area that offers multiple research directions for the future.

Evolutionary Design by Computers

Evolutionary Design by Computers
Title Evolutionary Design by Computers PDF eBook
Author Peter Bentley
Publisher Morgan Kaufmann
Pages 482
Release 1999-05-28
Genre Computers
ISBN 9781558606050

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"Evolutionary Design By Computers offers an enticing preview of the future of computer-aided design: Design by Darwin." Lawrence J. Fogel, President, Natural Selection, Inc. "Evolutionary design by computers is the major revolution in design thinking of the 20th century and this book is the best introduction available." Professor John Frazer, Swire Chair and Head of School of Design, the Hong Kong Polytechnic University, Author of "An Evolutionary Architecture" "Peter Bentley has assembled and edited an important collection of papers that demonstrate, convincingly, the utility of evolutionary computation for engineering solutions to complex problems in design." David B. Fogel, Editor-in-Chief, IEEE Transactions on Evolutionary Computation Some of the most startling achievements in the use of computers to automate design are being accomplished by the use of evolutionary search algorithms to evolve designs. Evolutionary Design By Computers provides a showcase of the best and most original work of the leading international experts in Evolutionary Computation, Engineering Design, Computer Art, and Artificial Life. By bringing together the highest achievers in these fields for the first time, including a foreword by Richard Dawkins, this book provides the definitive coverage of significant developments in Evolutionary Design. This book explores related sub-areas of Evolutionary Design, including: design optimization creative design the creation of art artificial life. It shows for the first time how techniques in each area overlap, and promotes the cross-fertilization of ideas and methods.