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dc.contributor.authorAshlock, Daniel
dc.contributor.authorSalge, Christoph
dc.date.accessioned2020-03-21T01:01:54Z
dc.date.available2020-03-21T01:01:54Z
dc.date.issued2019-09-26
dc.identifier.citationAshlock , D & Salge , C 2019 , The riddle of togelby . in IEEE Conference on Games 2019, CoG 2019 . , 8847990 , IEEE Conference on Computatonal Intelligence and Games, CIG , vol. 2019-August , IEEE Computer Society , 2019 IEEE Conference on Games, CoG 2019 , London , United Kingdom , 20/08/19 . https://doi.org/10.1109/CIG.2019.8847990
dc.identifier.citationconference
dc.identifier.isbn9781728118840
dc.identifier.issn2325-4270
dc.identifier.urihttp://hdl.handle.net/2299/22445
dc.description© 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.
dc.description.abstractAt the 2017 Artificial and Computational Intelligence in Games meeting at Dagstuhl, Julian Togelius asked how to make spaces where every way of filling in the details yielded a good game. This study examines the possibility of enriching search spaces so that they contain very high rates of interesting objects, specifically game elements. While we do not answer the full challenge of finding good games throughout the space, this study highlights a number of potential avenues. These include naturally rich spaces, a simple technique for modifying a representation to search only rich parts of a larger search space, and representations that are highly expressive and so exhibit highly restricted and consequently enriched search spaces. We treat the creation of plausible road systems, useful graphics, highly expressive room placement for maps, generation of cavern-like maps, and combinatorial puzzle spaces.en
dc.format.extent8
dc.format.extent1467229
dc.language.isoeng
dc.publisherIEEE Computer Society
dc.relation.ispartofIEEE Conference on Games 2019, CoG 2019
dc.relation.ispartofseriesIEEE Conference on Computatonal Intelligence and Games, CIG
dc.subjectArtificial Intelligence
dc.subjectComputer Graphics and Computer-Aided Design
dc.subjectComputer Vision and Pattern Recognition
dc.subjectHuman-Computer Interaction
dc.subjectSoftware
dc.titleThe riddle of togelbyen
dc.contributor.institutionUniversity of Hertfordshire
dc.identifier.urlhttp://www.scopus.com/inward/record.url?scp=85073107396&partnerID=8YFLogxK
dc.identifier.urlhttps://arxiv.org/abs/1906.03997
rioxxterms.versionofrecord10.1109/CIG.2019.8847990
rioxxterms.typeOther
herts.preservation.rarelyaccessedtrue


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