Overview
- Describes the world's first experiment in fully automated game design.
- Includes the first commercially published board game to be designed by computer.
- Includes a new game description language for describing general games.
- Provides unique insights into the game design process.
- Describes 57 aesthetic criteria used to identify interesting games
- Should appeal to AI researchers and anyone interested in games
- Includes supplementary material: sn.pub/extras
Part of the book series: SpringerBriefs in Computer Science (BRIEFSCOMPUTER)
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Table of contents (8 chapters)
Keywords
About this book
Reviews
"[This book] is a valuable contribution to evolutionary computation and more generally to artificial intelligence. It is engaging to read, easy to follow and lives up to its promises. Furthermore, it delivers insights that should be helpful to anyone interested in AI and games. In the beginning, [the author] cites Leibniz who once said 'Human being are never more ingenious than in the invention of games'. In my opinion, [this book] says how to transfer parts of this ingenuity to the machine." (Amine Boumaza, Genetic Programming and Evolvable Machines, Springer, 2012)
Authors and Affiliations
Bibliographic Information
Book Title: Evolutionary Game Design
Authors: Cameron Browne
Series Title: SpringerBriefs in Computer Science
DOI: https://doi.org/10.1007/978-1-4471-2179-4
Publisher: Springer London
eBook Packages: Computer Science, Computer Science (R0)
Copyright Information: Cameron Browne 2011
Softcover ISBN: 978-1-4471-2178-7Published: 15 September 2011
eBook ISBN: 978-1-4471-2179-4Published: 15 September 2011
Series ISSN: 2191-5768
Series E-ISSN: 2191-5776
Edition Number: 1
Number of Pages: XI, 122
Number of Illustrations: 68 b/w illustrations
Topics: Artificial Intelligence, Computer Appl. in Arts and Humanities, Simulation and Modeling