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Mapping Chess Aesthetics onto Procedurally Generated Chess-Like Games

机译:将国际象棋美学映射到程序上生成的国际象棋棋尾游戏中

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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:在许多形式中产生了国际象棋的变种,并且有几种原因,例如普通游戏中的人工智能研究的试验台。本文使用棋子的视觉属性作为灵感,为其他国际象棋游戏生成新的形状,针对诸如游戏中函数的特定视觉属性。该方法在游戏中的碎片战略角色和运动方面使用相似度措施来识别国际象棋最近的最近代表。进化然后尝试最小化棋子的视觉属性的距离,从而产生结合一个或多个棋子的视觉标识的新形状。虽然本文的实验侧重于上一个出版物的两种国际象棋游戏,但该方法可用于基于所知,流行游戏的功能相似之处的更广泛的游戏视觉效果。

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