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Cameron Browne: Evolutionary game design, Springer briefs in computer science series Springer 2011, ISBN: 978-1-4471-2178-7

机译:卡梅隆·布朗(Cameron Browne):进化游戏设计,计算机科学丛书Springer 2011中的Springer简介,ISBN:978-1-4471-2178-7

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摘要

How can computers create interesting games? What makes a game interesting and how can a machine decide if a game is of interest to humans? These are among the questions I asked myself when I was asked to review Cameron Brown's book Evolutionary game design. Fortunately, after reading it I had some answers. It begins by the introduction of "Yavalath", the first commercially released board game that was entirely designed by a machine. After reading this short introduction, I was glued to the book by the desire to understand the central thesis: how can humans design machines that design games for humans? It lead me through the different design steps, as if I was reading a story; the story of the genesis of Yavalath.
机译:电脑如何创造有趣的游戏?是什么使游戏变得有趣,以及机器如何确定游戏是否对人类有利?这些是我被要求复习卡梅伦·布朗(Cameron Brown)的《进化游戏设计》一书时问的问题。幸运的是,阅读后我得到了一些答案。首先介绍“ Yavalath”,这是第一个完全由机器设计的商业发行的棋盘游戏。在阅读了这个简短的介绍之后,我被理解这一核心论文的愿望所吸引:人类如何设计为人类设计游戏的机器?它引导我完成了不同的设计步骤,就好像我在读一个故事一样。 Yavalath起源的故事。

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  • 来源
    《Genetic programming and evolvable machines》 |2012年第3期|p.407-409|共3页
  • 作者

    Amine Boumaza;

  • 作者单位

    University of Lille Nord de France, 59000 Lille, France,ULCO, LISIC, 62100 Calais, France;

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  • 正文语种 eng
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  • 入库时间 2022-08-17 13:18:53

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