Using Genetically Optimized Artificial Intelligence to improve Gameplaying Fun for Strategical Games

被引:0
作者
Salge, Christoph [1 ]
Lipski, Christian [2 ]
Mahlmann, Tobias [3 ]
Mathiak, Brigitte [2 ]
机构
[1] Univ Hertfordshire, Adapt Syst Grp, Hatfield AL10 9AB, Herts, England
[2] Tech Univ Carolo Wilhelmina Braunschweig, D-38106 Braunschweig, Germany
[3] Braunschweig Sch Arts, D-38106 Braunschweig, Germany
来源
SANDBOX SYMPOSIUM 2008: 3RD ACM SIGGRAPH VIDEOGAME SYMPOSIUM, PROCEEDINGS | 2008年
关键词
fun; strategic games; genetic algorithm;
D O I
暂无
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
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 (Al) to simulate hours of beta-testing the given rules, tweaking the rules to provide more game-playing fun and deepness. To avoid making the Al a mirror of its programmer's gaming preferences, we not only evolved the At with a genetic algorithm, but also used three fundamentally different At paradigms to find boring loopholes, inefficient game mechanisms and, last but not least, complex erroneous behavior.
引用
收藏
页码:7 / +
页数:2
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