Evolutionary Game Design

The book describes the world's first successful experiment in fully automated board game design. Evolutionary methods were used to derive new rule sets within a custom game description language, and self-play trials used to estimate each derived game's po

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Series Editors Stan Zdonik Peng Ning Shashi Shekhar Jonathan Katz Xindong Wu Lakhmi C. Jain David Padua Xuemin Shen Borko Furht

For further volumes: http://www.springer.com/series/10028

Cameron Browne

Evolutionary Game Design

123

Cameron Browne Imperial College London 180 Queens Gate South Kensington London SW7 2RH UK e-mail: [email protected]

ISSN 2191-5768 ISBN 978-1-4471-2178-7 DOI 10.1007/978-1-4471-2179-4

e-ISSN 2191-5776 e-ISBN 978-1-4471-2179-4

Springer London Dordrecht Heidelberg New York British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Ó Cameron Browne 2011 Apart from any fair dealing for the purposes of research or private study, or criticism or review, as permitted under the Copyright, Designs and Patents Act 1988, this publication may only be reproduced, stored or transmitted, in any form or by any means, with the prior permission in writing of the publishers, or in the case of reprographic reproduction in accordance with the terms of licenses issued by the Copyright Licensing Agency. Enquiries concerning reproduction outside those terms should be sent to the publishers. The use of registered names, trademarks, etc., in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant laws and regulations and therefore free for general use. The publisher makes no representation, express or implied, with regard to the accuracy of the information contained in this book and cannot accept any legal responsibility or liability for any errors or omissions that may be made. Cover design: eStudio Calamar, Berlin/Figueres Printed on acid-free paper Springer is part of Springer Science+Business Media (www.springer.com)

Dedicated to Joan Bolitho for the many games over the years

Preface

This book tells the story of Yavalath, the first computer-generated board game to be commercially released. Much of the material is based on my PhD thesis and subsequent journal article on evolutionary game design, which describe the development of a software system called Ludi that can play, measure and create a range of new board games. Ludi proved successful in automatically generating games that human players find interesting, but its operation also revealed some possible shortcomings of the evolutionary process for game design. The Ludi project is now placed in the broader context of computational creativity, and questions raised by the creation of Yavalath and its subsequent impact since release are examined in detail.

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Contents

1

Introduction . . . . . . . . . . . . . . . . . . 1.1 Creativity at Play. . . . . . . . . . . . 1.1.1 Computational Creativity . 1.1.2 Creativity in Games . . . . 1.2 Overview . . . . . . . . . . . . . . . . . 1.2.1 Structure . . . . . . . . . . . .

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