dc.contributor.author | Salge, Christoph | |
dc.contributor.author | Mahlmann, T. | |
dc.date.accessioned | 2011-08-15T10:01:16Z | |
dc.date.available | 2011-08-15T10:01:16Z | |
dc.date.issued | 2010 | |
dc.identifier.citation | Salge , C & Mahlmann , T 2010 , Relevant information as a formalised approach to evaluate game mechanics . in Procs of IEEE Symposium on Computational Intelligence and Games . Institute of Electrical and Electronics Engineers (IEEE) , pp. 281-288 . https://doi.org/10.1109/ITW.2010.5593344 | |
dc.identifier.isbn | 978-1-4244-6295-7 | |
dc.identifier.isbn | 978-1-4244-6296-4 | |
dc.identifier.uri | http://hdl.handle.net/2299/6174 | |
dc.description | “This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder." “Copyright IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.” | |
dc.description.abstract | We present a new approach to use adaptive AI in the game design process to aid evaluating of game mechanics. During production, this is a crucial task to improve the player satisfaction with a game title. The problem with automated game evaluation via AI is the measurement of values that indicate the quality of the game mechanics. We apply the Information Theory based concept of “Relevant Information” to this problem and argue that there is a relation between enjoyment related gameplay properties and Relevant Information. We also demonstrate, with a simple game implementation, how an adaptive AI can be used to approximate the Relevant Information, and how those measurable numerical values related to certain game design flaws. | en |
dc.format.extent | 1905235 | |
dc.language.iso | eng | |
dc.publisher | Institute of Electrical and Electronics Engineers (IEEE) | |
dc.relation.ispartof | Procs of IEEE Symposium on Computational Intelligence and Games | |
dc.subject | Al and games | |
dc.subject | information theory | |
dc.subject | game development | |
dc.subject | strategic games | |
dc.title | Relevant information as a formalised approach to evaluate game mechanics | en |
dc.contributor.institution | Centre for Computer Science and Informatics Research | |
dc.contributor.institution | Department of Computer Science | |
dc.contributor.institution | Adaptive Systems | |
dc.contributor.institution | School of Physics, Engineering & Computer Science | |
dc.identifier.url | http://www.scopus.com/inward/record.url?scp=80051939901&partnerID=8YFLogxK | |
rioxxterms.versionofrecord | 10.1109/ITW.2010.5593344 | |
rioxxterms.type | Other | |
herts.preservation.rarelyaccessed | true | |