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Fitness values comparison of evolved games vs. chess and checkers 

Fitness values comparison of evolved games vs. chess and checkers 

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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 gu...

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... The market size is one of the essential items in the checklist of a high-tech firms' assessment (Yoo et al., 2012) as it is the intensity of competition between start-up firms within the same industry (Santisteban and Mauricio, 2017;Song et al., 2008). Start-up success in the new media industry heavily depends on technology and market uncertainty within the commercialisation stage (Yoo et al., 2012) as well as entertainment metrics (Halim et al., 2014;Iida et al., 2003). ...
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The survival of early-stage companies is uncertain. Their survival and success are often linked to obtaining a substantial financial investment. This in-depth case study examines how and why an early-stage start-up from the video game industry obtains investment from an independent equity investor and offers deeper and more comprehensive insights into the success mechanism of gaming start-ups. The study: 1) generally confirms the previous findings that certain theoretical factors increase the likelihood of success; 2) argues that accumulating these factors, rather than their presence, is essential for a start-up to be substantially funded; 3) shows that the expected market response is crucial and significantly outweighs the other factors; 4) conceptualise the reasons for start-ups' success as a reduction of two main types of risk development risk and sales risk; 5) confirms the catalytic role of crowdfunding in obtaining significant equity funding.
... Unlikely the other competing methods, the proposed mutation operation produces diverse chromosomes each time. Crossover and mutation operators in GA are used for the search space exploration [43][44][45][46]. After evaluating various rates for crossover and mutation, crossover rate of 0.6 and mutation probability of 0.2 provides balanced exploration and exploitation scheme. ...
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... In our framework, games undergo selection according to players' institutional preferences-the abstract values and qualities they look for in a social system. Institutional preferences fit within a broader academic interest in human preferences over games, culture, norms and language [31][32][33]. Institutional preferences have attracted specific interest with theories such as Binmore's, that the processes of cultural evolution select for institutions with the features of stability, efficiency and fairness, in that order [34]. Illustrating the potential for applications to policy, researchers have also elicited communities' preferences for the features of local resource management systems [35,36]. ...
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... In our framework, the selection pressures driving institutional evolution are players' institutional preferences-the values and qualities agents look for in a social system. Institutional preferences fit within a broader academic interest in human preferences between social constructions such as games, culture, norms, and language (9)(10)(11). Institutional preferences have attracted specific interest with theories such as Binmore's, that the processes of cultural evolution select for institutions with the features of stability, efficiency, and fairness, in that order (12). ...
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... AI agents can also model different levels of skill, e.g., by using Monte Carlo Tree Search (MCTS) with limited computing budget [97,46]. Researchers have also emulated human-like imprecision, limited reaction time, and [11] "player modeling" and "competence" 132 [51,55,11] "player modeling" and "autonomy" 147 [11] "player modeling" and "relatedness" 23 [11] "player modeling" and "curiosity" 136 [27,11,53,65,25] "artificial intelligence" and "game testing" and "intrinsic motivation" ...
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... On the other hand, the first principle of Schmidhuber's theory of artificial curiosity is that one should generate a curiosity reward based on exactly the same signal [80]. Further, Halim et al. [27] frame their work as motivated by Schmidhuber's theory [80], while their actual computational appraisal (i.e., learning time) is more related to competence/challenge. ...
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... Cardamone et al. 22 present an online tool to generation tracks for two open-source 3D car racing games. Halim et al. 23 present an automated approach for board based games creation using an evolutionary algorithm. Other somewhat related studies using same technique are covered in 9,10,24,25,26 . ...
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Computer games are becoming a primary source of entertainment due to modern day computers and high resolution graphics. Game developers are now getting interested to quantitatively measure the entertainment value of games. In addition to its contents, entertainment value also depends on the particular genre of the game. In this work we introduce a set of entertainment metrics for the predator/prey genre of games. Further, we employ the proposed metrics for automatic generation of entertaining games using an evolutionary algorithm. The evolutionary algorithm starts with an initial set of randomly generated games and is guided by the entertainment metrics towards more entertaining population of games. The results produced are counter-checked against the entertainment criteria of human by conducting a human user survey and a controller learning ability experiment. The proposed system serves as an expert system, based on computational intelligence techniques, for automatic generation of entertaining games.
... With the advances in speed of computer processing and graphics tools, new and powerful visualization techniques are being developed. These contemporary techniques may be applied in data mining, knowledge discovery applications, and other tasks [7,61]. ...
... Its functionality is different from traditional digital computers and works in parallel as in case of human neurons [44,45]. ANNs have applications in diverse areas such as engineering, medical, computer games [61], and banking for classification and control [30]. A neural network identifies and learns from the patterns presented to the network in the form of input and corresponding target output. ...
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... This will not only help in comparison of results, but will also accelerate the pace of research for accident prediction, as the comparison with state-of-theart approaches will get easier and more logical. To state an example from the domain of automated generation of game contents, a set of entertainment metrics is proposed in Halim et al. (2014) which is used for the measurement of entertainment that the contents of a game may carry. The same can be used for comparison of different techniques for generation of games. ...
... The same can be used for comparison of different techniques for generation of games. A performance marker as in Halim et al. (2014) is also required for the research in the area of traffic accident prediction and road safety approaches. Once a performance marker is introduced, this will also help in conducting studies by further increasing the attributes of dataset. ...
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... Both SVM-and ANN- [31] based classifiers are used to observe and compare their performance. Though many types of neural networks can be used for classification problems [32,44], we focused the commonly used feed-forward neural networks known as multilayer perceptron (MLPs). We have used a 3-layered neural network (two layers of weights) with 10 neurons in the input layer (corresponding to 10 recorded attributes of the data) and experimented with 2 to 10 neurons in the hidden layer. ...
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