dc.contributor.author | Salge, C. | |
dc.contributor.author | Lipski, C. | |
dc.contributor.author | Mathiak, B. | |
dc.contributor.author | Mahlmann, Tobias | |
dc.date.accessioned | 2012-05-21T14:56:56Z | |
dc.date.available | 2012-05-21T14:56:56Z | |
dc.date.issued | 2008 | |
dc.identifier.citation | Salge , C , Lipski , C , Mathiak , B & Mahlmann , T 2008 , Using genetically optimized artificial intelligence to improve gameplaying fun for strategical games . in Procs of the 2008 ACM SIGGRAPH symposium on Video games (Sandbox 2008) . ACM Press , pp. 7-14 . https://doi.org/10.1145/1401843.1401845 | |
dc.identifier.isbn | 978-1-60558-173-6 | |
dc.identifier.other | dspace: 2299/6038 | |
dc.identifier.uri | http://hdl.handle.net/2299/8552 | |
dc.description | Original paper can be found at : http://portal.acm.org/citation.cfm?id=1401843 Copyright ACM [Full text of this article is not available in the UHRA] | |
dc.description.abstract | Fun in computer games depends on many factors. While some factors like uniqueness and humor can only be measured by human subjects, in a strategical game, the rule system is an important and measurable factor. Classics like chess and GO have a millennia-old story of success, based on clever rule design. They only have a few rules, are relatively easy to understand, but still they have myriads of possibilities. Testing the deepness of a rule-set is very hard, especially for a rule system as complex as in a classic strategic computer game. It is necessary, though, to ensure prolonged gaming fun. In our approach, we use artificial intelligence (AI) to simulate hours of beta-testing the given rules, tweaking the rules to provide more game-playing fun and deepness. To avoid making the AI a mirror of its programmer's gaming preferences, we not only evolved the AI with a genetic algorithm, but also used three fundamentally different AI paradigms to find boring loopholes, inefficient game mechanisms and, last but not least, complex erroneous behavior. | en |
dc.format.extent | 617475 | |
dc.language.iso | eng | |
dc.publisher | ACM Press | |
dc.relation.ispartof | Procs of the 2008 ACM SIGGRAPH symposium on Video games (Sandbox 2008) | |
dc.title | Using genetically optimized artificial intelligence to improve gameplaying fun for strategical games | 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.contributor.institution | Centre for Future Societies Research | |
rioxxterms.versionofrecord | 10.1145/1401843.1401845 | |
rioxxterms.type | Other | |
herts.preservation.rarelyaccessed | true | |