3 research outputs found
Simulation based Hardness Evaluation of a Multi-Objective Genetic Algorithm
Studies have shown that multi-objective optimization problems are hard
problems. Such problems either require longer time to converge to an optimum
solution, or may not converge at all. Recently some researchers have claimed
that real culprit for increasing the hardness of multi-objective problems are
not the number of objectives themselves rather it is the increased size of
solution set, incompatibility of solutions, and high probability of finding
suboptimal solution due to increased number of local maxima. In this work, we
have setup a simple framework for the evaluation of hardness of multi-objective
genetic algorithms (MOGA). The algorithm is designed for a pray-predator game
where a player is to improve its lifespan, challenging level and usability of
the game arena through number of generations. A rigorous set of experiments are
performed for quantifying the hardness in terms of evolution for increasing
number of objective functions. In genetic algorithm, crossover and mutation
with equal probability are applied to create offspring in each generation.
First, each objective function is maximized individually by ranking the
competing players on the basis of the fitness (cost) function, and then a
multi-objective cost function (sum of individual cost functions) is maximized
with ranking, and also without ranking where dominated solutions are also
allowed to evolve.Comment: International Conference on Modeling & Simulation, November, 25-27,
2013, Islamaba
Evolutionary Search in the Space of Rules for Creation of New Two-Player Board Games
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
Condition Driven Adaptive Music Generation for Computer Games
The video game industry has grown to a multi-billion dollar, worldwide
industry. The background music tends adaptively in reference to the specific
game content during the game length of the play. Adaptive music should be
further explored by looking at the particular condition in the game; such
condition is driven by generating a specific music in the background which best
fits in with the active game content throughout the length of the gameplay.
This research paper outlines the use of condition driven adaptive music
generation for audio and video to dynamically incorporate adaptively