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Mapping Chess Aesthetics onto Procedurally Generated Chess-Like Games

机译:将象棋美学映射到程序生成的象棋游戏

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Variants of chess have been generated in many forms and for several reasons, such as testbeds for artificial intelligence research in general game playing. This paper uses the visual properties of chess pieces as inspiration to generate new shapes for other chess-like games, targeting specific visual properties which allude to the pieces' in-game function. The proposed method uses similarity measures in terms of pieces' strategic role and movement in a game to identify the new pieces' closest representatives in chess. Evolution then attempts to minimize the distance from chess pieces' visual properties, resulting in new shapes which combine one or more chess pieces' visual identities. While experiments in this paper focus on two chess-like games from previous publications, the method can be used for broader generation of game visuals based on functional similarities of components to known, popular games.
机译:由于各种原因,已经产生了多种形式的国际象棋变体,例如用于一般游戏中的人工智能研究的试验台。本文以棋子的视觉特性为灵感,为其他类似象棋的游戏生成新的形状,并针对暗示棋子在游戏中功能的特定视觉特性。所提出的方法在棋子中的棋子的战略角色和动作方面使用相似性度量来确定新棋子在国际象棋中的最接近代表。然后,Evolution试图使与棋子视觉特性的距离最小化,从而形成一种结合了一个或多个棋子视觉特征的新形状。尽管本文中的实验着眼于先前出版物中的两种象棋游戏,但基于与已知的流行游戏组件相似的功能,该方法可用于更广泛的游戏视觉效果。

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