GAIG Game AI Research Group @ QMUL

Game Search Space Design and Representation

2018
Dan Ashlock and Cameron Browne and Simon Colton and Amy Hoover and Jialin Liu and Simon Lucas and Mark nelson and Diego Perez-Liebana and Senastian Risi and Jacob Schrum and Adam Smith and Julian Togelius and Vanessa Volz

Abstract

Automatically generating games, including rules, environments, and boards, is a difficult type of automatic content generation. There are many possible levels on which Automatic Game Design (AGD) can happen. One of the simpler types of AGD is to take an existing game with a large number of parameters and set those parameters so that the resulting game is fun or interesting. This group discussed the possibilities for making the problem of automatic game design easier by designing the search space, while assuming that only playable games are of interest.

Cite this work

@inproceedings{ashlock17471,
author= {Dan Ashlock and Cameron Browne and Simon Colton and Amy Hoover and Jialin Liu and Simon Lucas and Mark nelson and Diego Perez-Liebana and Senastian Risi and Jacob Schrum and Adam Smith and Julian Togelius and Vanessa Volz},
title= {{Game Search Space Design and Representation}},
year= {2018},
journal= {{Artificial and Computational Intelligence in Games: AI-Driven Game Design (Dagstuhl Seminar 17471)}},
volume= {7},
number= {11},
pages= {86--129},
editor= {Pieter Spronck and Elisabeth Andre and Michael Cook and Mike Preuss},
abstract= {Automatically generating games, including rules, environments, and boards, is a difficult type of automatic content generation. There are many possible levels on which Automatic Game Design (AGD) can happen. One of the simpler types of AGD is to take an existing game with a large number of parameters and set those parameters so that the resulting game is fun or interesting. This group discussed the possibilities for making the problem of automatic game design easier by designing the search space, while assuming that only playable games are of interest.},
}

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