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Evolutionary Game Design [Paperback]

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  • Category: Books (Computers)
  • Author:  Browne, Cameron
  • Author:  Browne, Cameron
  • ISBN-10:  1447121783
  • ISBN-10:  1447121783
  • ISBN-13:  9781447121787
  • ISBN-13:  9781447121787
  • Publisher:  Springer
  • Publisher:  Springer
  • Pages:  132
  • Pages:  132
  • Binding:  Paperback
  • Binding:  Paperback
  • Pub Date:  01-Mar-2011
  • Pub Date:  01-Mar-2011
  • SKU:  1447121783-11-SPRI
  • SKU:  1447121783-11-SPRI
  • Item ID: 100479431
  • List Price: $54.99
  • Seller: ShopSpell
  • Ships in: 5 business days
  • Transit time: Up to 5 business days
  • Delivery by: Oct 14 to Oct 16
  • Notes: Brand New Item. Not shipped to AK, HI, APO, FPO, AE.
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.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)

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 description 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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