Exploring Representation in Evolutionary Level Design

Exploring Representation in Evolutionary Level Design PDF

Author: Daniel Ashlock

Publisher: Morgan & Claypool Publishers

Published: 2018-05-17

Total Pages: 157

ISBN-13: 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.

Exploring Representation in Evolutionary Level Design

Exploring Representation in Evolutionary Level Design PDF

Author: Daniel Ashlock

Publisher: Springer Nature

Published: 2022-05-31

Total Pages: 141

ISBN-13: 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.

Affordance Theory in Game Design

Affordance Theory in Game Design PDF

Author: Hamna Aslam

Publisher: Springer Nature

Published: 2022-06-01

Total Pages: 97

ISBN-13: 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.

General Video Game Artificial Intelligence

General Video Game Artificial Intelligence PDF

Author: Diego Pérez Liébana

Publisher: Springer Nature

Published: 2022-05-31

Total Pages: 177

ISBN-13: 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.

On the Study of Human Cooperation via Computer Simulation

On the Study of Human Cooperation via Computer Simulation PDF

Author: Garrison W. Greenwood

Publisher: Springer Nature

Published: 2022-06-01

Total Pages: 80

ISBN-13: 3031021215

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Cooperation is pervasive throughout nature, but its origin remains an open question. For decades, social scientists, business leaders, and economists have struggled with an important question: why is cooperation so ubiquitous among unrelated humans? The answers would have profound effects because anything that promotes cooperation leads to more productive work environments and benefits society at large. Game theory provides an ideal framework for studying social dilemmas, or those situations in which people decide whether to cooperate with others (benefitting the group) or defect by prioritizing their self-interest (benefitting only the individual). The social dilemma is formulated as a mathematical game and then programmed into a computer model. Simulating the game allows researchers to investigate potential theories to explain how cooperation emerges and what promotes its persistence. Over the past 25 years, countless papers on social dilemma games have been published, yet arguably little progress has been made. The problem is the social dilemma game models are unrealistic in the sense they contain artificial constructs that deviate from the way humans act. This book describes the shortcomings in current social dilemma game modeling techniques and provides guidance on designing more effective models. A basic introduction to game theory is provided with an emphasis on the prisoner's dilemma, the most widely studied social dilemma game. Individual chapters are provided detailing the shortcomings of weak selection, spatial games, and the Moran process. Computer model validation is also discussed at length. The recommendations found in this book should help design more realistic social dilemma game models likely to produce a better understanding of human cooperation.

Evolutionary Design and Manufacture

Evolutionary Design and Manufacture PDF

Author: I.C. Parmee

Publisher: Springer Science & Business Media

Published: 2012-12-06

Total Pages: 371

ISBN-13: 1447105192

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The fourth evolutionary/adaptive computing conference at the University of Plymouth again explores the utility of various evolutionary/adaptive search algorithms and complementary computational intelligence techniques within design and manufacturing. The content of the following chapters represents a selection of the diverse set of papers presented at the conference that relate to both engineering design and also to more general design areas. This expansion has been the result of a conscious effort to recognise generic problem areas and complementary research across a wide range of design and manufacture activity. There has been a major increase in both research into and utilisation of evolutionary and adaptive systems within the last two years. This is reflected in the establishment of major annual joint US genetic and evolutionary computing conferences and the introduction of a large number of events relating to the application of these technologies in specific fields. The Plymouth conference remains a long-standing. event both as ACDM and as the earlier ACEDC series. The conference maintains its policy of single stream presentation and associated poster and demonstrator sessions. The event retains the support of several UK Engineering Institutions and is now recognised by the International Society for Genetic and Evolutionary Computation as a mainstream event. It continues to attract an international audience of leading researchers and practitioners in the field.

Introduction to Evolutionary Computing

Introduction to Evolutionary Computing PDF

Author: A.E. Eiben

Publisher: Springer Science & Business Media

Published: 2007-08-06

Total Pages: 328

ISBN-13: 9783540401841

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The first complete overview of evolutionary computing, the collective name for a range of problem-solving techniques based on principles of biological evolution, such as natural selection and genetic inheritance. The text is aimed directly at lecturers and graduate and undergraduate students. It is also meant for those who wish to apply evolutionary computing to a particular problem or within a given application area. The book contains quick-reference information on the current state-of-the-art in a wide range of related topics, so it is of interest not just to evolutionary computing specialists but to researchers working in other fields.

Advances in Computational Intelligence

Advances in Computational Intelligence PDF

Author: Jing Liu

Publisher: Springer

Published: 2012-05-23

Total Pages: 0

ISBN-13: 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.

Evolution and Psychology

Evolution and Psychology PDF

Author: Scott A. MacDougall-Shackleton

Publisher: SAGE Publications Limited

Published: 2023-12-20

Total Pages: 440

ISBN-13: 1529672791

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Evolution and Psychology is a critical exploration of how evolutionary approaches can be used to understand the human mind and behaviour. Written for undergraduate students in the social sciences, this text provides an accessible introduction to foundational concepts in evolutionary biology. It then explores evolutionary perspectives on key psychological topics such as cognition, development, group dynamics, mate choice, language and communication, psychopathology, and culture. An interdisciplinary approach is woven throughout, integrating evolutionary psychology with insights from behavioural ecology, anthropology, genetics, and neuroscience. You will learn to think critically about evolutionary explanations, with Warning Flag features throughout the text that address frequently misunderstood topics, common fallacies, and historical misuses and abuses of applying evolutionary theory to human behaviour. This is an essential read for students of Evolutionary Psychology and anyone looking for a contemporary overview of this complex and captivating field. Scott A. MacDougall-Shackleton is Professor of Psychology at Western University.

Beyond Edutainment: Exploring the Educational Potential of Computer Games

Beyond Edutainment: Exploring the Educational Potential of Computer Games PDF

Author: Simon Egenfeldt-Nielsen

Publisher: Lulu.com

Published: 2011-01-25

Total Pages: 210

ISBN-13: 1446768651

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Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. These years the area has gained new momentum and labels - game-based learning, serious games and educational games are just some of them. This dissertation aims to be a contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. The framework laid out extends from an experiential learning approach, where concrete experiences are the starting point that can be transformed through reflection, instruction and active experimentation. It is concluded that computer games provide rich concrete experience that can be manipulated in the game universe providing more handles for the student compared to other media formats.