scholarly journals Evolutionary Search in the Space of Rules for Creation of New Two-Player Board Games

2014 ◽  
Vol 23 (02) ◽  
pp. 1350028 ◽  
Author(s):  
Zahid Halim ◽  
Abdul Rauf Baig ◽  
Kashif Zafar

Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we present an evolutionary strategy based solution towards the automatic generation of two player board games. To guide the evolutionary process towards games, which are entertaining, we propose a set of metrics. These metrics are based upon different theories of entertainment in computer games. This work also compares the entertainment value of the evolved games with the existing popular board based games. Further to verify the entertainment value of the evolved games with the entertainment value of the human user a human user survey is conducted. In addition to the user survey we check the learnability of the evolved games using an artificial neural network based controller. The proposed metrics and the evolutionary process can be employed for generating new and entertaining board games, provided an initial search space is given to the evolutionary algorithm.

Author(s):  
H S Ismail ◽  
K K B Hon

The general two-dimensional cutting stock problem is concerned with the optimum layout and arrangement of two-dimensional shapes within the spatial constraints imposed by the cutting stock. The main objective is to maximize the utilization of the cutting stock material. This paper presents some of the results obtained from applying a combination of genetic algorithms and heuristic approaches to the nesting of dissimilar shapes. Genetic algorithms are stochastically based optimization approaches which mimic nature's evolutionary process in finding global optimal solutions in a large search space. The paper discusses the method by which the problem is defined and represented for analysis and introduces a number of new problem-specific genetic algorithm operators that aid in the rapid conversion to an optimum solution.


2020 ◽  
Vol 30 (3) ◽  
pp. 257-270
Author(s):  
Jakub Lickiewicz ◽  
Patricia Paulsen Hughes ◽  
Marta Makara-Studzińska

The impact of computer games on human functioning has become the sub­ject of many studies and scientific reports. With the development of technol­ogy, games have transcended boards and become part of the video entertain­ment industry. However, technology did not end traditional games. It was only a matter of time before games were extended to other areas of life. Because games were so popular, educators found that students engage quickly with educational games. The article explains the aspects of serious games (SG), which are defined as digital games used for purposes other than entertain­ment. It describes the areas in which games can be used in the educational process, their effectiveness, and controversies regarding their use.


2021 ◽  
pp. 1-16
Author(s):  
Ghizlane Khababa ◽  
Fateh Seghir ◽  
Sadik Bessou

 In this paper, we introduce an extended version of artificial bee colony with a local search method (EABC) for solving the QoS uncertainty-aware web service composition (IQSC) problem, where the ambiguity of the QoS properties are represented using the interval-number model. At first, we formulate the addressed problem as an interval constrained single-objective optimization model. Then, we use the skyline operator to prune the redundant and dominated web services from their sets of functionally equivalent ones. Whereas, EABC is employed to solve the IQSC problem in a reduced search space more effectively and more efficiently. For the purpose of validation of the performance and the efficiency of the proposed approach, we present the experimental comparisons to an existing skyline-based PSO, an efficient discrete gbest-guided artificial bee colony and a recently provided Harris Hawks optimization with an elite evolutionary strategy algorithms on an interval extended version of the public QWS dataset.


Author(s):  
Shaun Downey ◽  
Darryl Charles

This paper reports on the creation of an application capable of producing intelligent character behavior based on distribution of Artificial Intelligence. To develop, test and experiment on applied Artificial Intelligence, computer games are quickly becoming the ideal simulation test bed for the implementation of computer generated AI. The application of Artificial Intelligence algorithms create immersive game-play where human players can interact with non-player characters and interactions with the environment helps shape the way in which games are played. A-Star pathfinding utilizes a heuristic function implementing cost of moving through a virtual world, this actively affects how an agent responds to a situation and can alter its decision making. This paper describes the implementation of the A-Star algorithm combined with gameplay mechanics used to simulate multi-agent communication within a randomly generated game-world.


Processes ◽  
2019 ◽  
Vol 7 (12) ◽  
pp. 913 ◽  
Author(s):  
A. Navarro ◽  
J. A. Delgado-Aguiñaga ◽  
J. D. Sánchez-Torres ◽  
O. Begovich ◽  
G. Besançon

This work deals with the Leak Detection and Isolation (LDI) problem in water pipelines based on some heuristic method and assuming only flow rate and pressure head measurements at both ends of the duct. By considering the single leak case at an interior node of the pipeline, it has been shown that observability is indeed satisfied in this case, which allows designing an observer for the unmeasurable state variables, i.e., the pressure head at leak position. Relying on the fact that the origin of the observation error is exponentially stable if all parameters (including the leak coefficients) are known and uniformly ultimately bounded otherwise, the authors propose a bank of observers as follows: taking into account that the physical pipeline parameters are well-known, and there is only uncertainty about leak coefficients (position and magnitude), a pair of such coefficients is taken from a search space and is assigned to an observer. Then, a Genetic Algorithm (GA) is exploited to minimize the integration of the square observation error. The minimum integral observation error will be reached in the observer where the estimated leak parameters match the real ones. Finally, some results are presented by using real-noisy databases coming from a test bed plant built at Cinvestav-Guadalajara, aiming to show the potentiality of this method.


2009 ◽  
Vol 12 (03) ◽  
pp. 347-369 ◽  
Author(s):  
MICHAŁ JOACHIMCZAK ◽  
BORYS WRÓBEL

The question of what properties of biological systems allow for efficient evolutionary search in complex fitness landscapes (evolvability) is one of the central interests both for the research in the field of evolutionary biology and artificial life. Here, we attempt to address this issue by using a model of 3D multicellular development in which cell fate is determined by differential gene expression in each cell. In our model, cells can vary in size and can move freely in 3D space, affected by forces of adhesion and repulsion. The development relies on an indirect mapping between the genotype and the morphology (the phenotype). Cell differentiation is allowed by positional information provided by diffusible factors. The state of the gene regulatory network (GRN) coded by the genome determines the cell fate (such as division, death, growth). The genetic elements in our systems define points in N-dimensional space. The connectivity in the GRN is determined by the proximity of these points; one can imagine the evolutionary process as their movement in space. Changing the number of dimensions of this space allows to ask directly the questions about the effect of the complexity of the search space on the efficiency of the evolutionary search. Higher dimensionality results in a larger search space, but in our model this search space can still be explored thanks to the action of genetic operators that allow for duplications of genetic elements, a mutational mechanism that allows for regulatory innovations in the network.


Energies ◽  
2021 ◽  
Vol 14 (24) ◽  
pp. 8392
Author(s):  
Jiaxing Chen ◽  
Guomin Cui ◽  
Mei Cao ◽  
Heri Kayange ◽  
Jian Li

The non-structural model of a heat exchanger network randomly selects a position of a node on hot and cold streams to generate a heat exchanger and an existing heat exchanger to participate in the evolution. Despite the model being more random and flexible, this selection method cannot easily find a good solution. In addition, the heat exchangers participating in the evolution might not be involved in all streams in each evolutionary process. A stream that does not participate in the evolution will have no significance to the current iteration. Therefore, many iterations are required to make each stream participate in the evolution, which limits the evolution efficiency of the optimization algorithm. In view of this shortcoming, this study proposes a participatory evolutionary strategy for streams based on hot streams. The proposed strategy reorders the existing heat exchangers on hot and cold streams and takes the corresponding measures to ensure that a heat exchanger is selected for each stream to participate in the evolution in every cycle. The proposed participatory evolutionary strategy for streams improves the global optimal solution for designs based on non-structural models. The effectiveness of the proposed strategy is demonstrated in two cases.


2020 ◽  
Vol 17 ◽  
pp. 412-416
Author(s):  
Michał Tomecki

Computer games have come a long way since their inception using increasingly advanced graphics. With so many models present on the screen at the same time, simplified models are needed that will be replaced when they are further away from the camera in the game. The aim of the study was to compare the tool for automatic generation of model detail levels in Unity and Unreal Engine. The article presents the results of the equipment load test and the time needed for generation, as well as a survey checking the opinion of people.


E-methodology ◽  
2019 ◽  
Vol 5 (5) ◽  
pp. 84-99
Author(s):  
Michał Szymański

Aim. The aim of the research is to show the applications of art reception in computer games. Moreover  it is important  to show  the game as a visual object worth to analysis for art historian, because of complex structure and relations with traditional artistic media like architecture and painting. Many disciplines, like ludology, narratology and culture study research computer games, but we can see a  large lack in the  state of research in visual aspects of games, which should be supplemented.  Methods. The subject of study are five games belonging to different game genres. The first, Assasin’s Creed II is set in a  historical context, the next Witcher III and Dark Souls embedded in the realities of fantasy and finally, two games  in an  independent games category. The basic method is iconographic identification of  the object and comparative difference and similarity between original source of inspiration and transposition of  this in computer media. Therefore basic tools gained from history of art are used, which are necessary for visual analysis of a  piece of art. Also important is notion of  a commonplace forming a frame for images from different media.  Results. Indicated examples show that classic art has a strong influence on numerous computer games. The citations and allusions from art brings an additional narration completing the story in the game. Objects of architecture or paintings  also give  symbolic meanings, influencing the interpretation of the whole game. Game developers oscillate between education in the history of art and the use of these references to create your own world.  Conclusion. The examples presented in the article are only part of the rich area of art inspirations that can be found in many games. This should become a contribution to further research, not only taking into account the indicated types of references, but also the visuality of the games themselves The visual complexity of the games would require separate, more extensive research that would bring a lot into the perception of games and researching them


Author(s):  
Patrick Stacey ◽  
Joe Nandhakumar

There is little research into the emotional dimension of creative industry personnel, such as computer game designers, and how emotions relate to their creative practices and work-related events. Such socioemotional work is the focus of this chapter. There is a practice-centered relevance to this topic too – it is reported that there exists a poor quality of life in many global game studios. Given our deficient knowledge of emotions in computer game development, and the practical resonance of this topic, our key research question is: What emotions, creative practices and work-related events characterize emotional journeys in computer game design teams, and how do these characteristics inter-relate? To explore and answer this research question, we draw on an in-depth field study of a computer games studio in Singapore. The chapter offers a theory of emotion-mediated improvisation as a coping model for the tumultuous emotional journeys that game developers endure.


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