dc.contributor.author | Ashlock, Daniel | |
dc.contributor.author | Salge, Christoph | |
dc.date.accessioned | 2020-03-21T01:01:54Z | |
dc.date.available | 2020-03-21T01:01:54Z | |
dc.date.issued | 2019-09-26 | |
dc.identifier.citation | Ashlock , 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.citation | conference | |
dc.identifier.isbn | 9781728118840 | |
dc.identifier.issn | 2325-4270 | |
dc.identifier.uri | http://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.abstract | At 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.extent | 8 | |
dc.format.extent | 1467229 | |
dc.language.iso | eng | |
dc.publisher | IEEE Computer Society | |
dc.relation.ispartof | IEEE Conference on Games 2019, CoG 2019 | |
dc.relation.ispartofseries | IEEE Conference on Computatonal Intelligence and Games, CIG | |
dc.subject | Artificial Intelligence | |
dc.subject | Computer Graphics and Computer-Aided Design | |
dc.subject | Computer Vision and Pattern Recognition | |
dc.subject | Human-Computer Interaction | |
dc.subject | Software | |
dc.title | The riddle of togelby | en |
dc.contributor.institution | University of Hertfordshire | |
dc.identifier.url | http://www.scopus.com/inward/record.url?scp=85073107396&partnerID=8YFLogxK | |
dc.identifier.url | https://arxiv.org/abs/1906.03997 | |
rioxxterms.versionofrecord | 10.1109/CIG.2019.8847990 | |
rioxxterms.type | Other | |
herts.preservation.rarelyaccessed | true | |