Abstract — This study presents a system for automatically producing puzzles for use in game design. The system incor-porates an evolutionary algorithm that optimizes the puzzle to a specified level of difficulty. The fitness function uses dynamic programming to compute the minimum number of moves required to solve a puzzle. Two types of puzzle are explored, one is a maze based on chess pieces and the other uses colors as related by the color wheel to create an implicit maze. The evolutionary algorithm is able to produce a wide variety of puzzles at specified levels of difficulty. The algorithm can thus be used to provides a library for game design or for variable game content. The technique is flexible and can be generalized to puzzles of r...
This thesis deals with an evolutionary solving of the Rubik's cube. The worldwide known puzzle has b...
In this article, we describe a computer-aided design process for generating high-quality Birds of a ...
This thesis presents an approach to automatic video game level design consisting of a novel computat...
High-quality Artificial Intelligence (AI) education goes beyond traditional lectures by stimulating ...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
In this paper we present a novel genetic algorithm (GA) solution to a simple yet challenging commerc...
Maze running games represent a popular genre of video games and the automated designof playable maze...
Most evolutionary computation (EC) applications in design fields either assume simplified, static, p...
Abstract—In this paper, a method to teach advanced features of evolutionary algorithms (EAs), using ...
In this paper we present a novel genetic algorithm (GA) solution to a simple yet challenging commerc...
An obstacle game takes one to two-dimensional space in which three kinds of obstacles exist: walls, ...
Automated Game Programming is an attempt to conjure computer game-playing agents from random bits th...
Title: Evolutionary Algorithm-Based Procedural Level Generator for a Rogue-like Game Author: Jan Veg...
The soft computing approach for gaming is different from the traditional one that exploits knowledge...
This thesis deals with an evolutionary solving of the Rubik's cube. The worldwide known puzzle has b...
In this article, we describe a computer-aided design process for generating high-quality Birds of a ...
This thesis presents an approach to automatic video game level design consisting of a novel computat...
High-quality Artificial Intelligence (AI) education goes beyond traditional lectures by stimulating ...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
In this paper we present a novel genetic algorithm (GA) solution to a simple yet challenging commerc...
Maze running games represent a popular genre of video games and the automated designof playable maze...
Most evolutionary computation (EC) applications in design fields either assume simplified, static, p...
Abstract—In this paper, a method to teach advanced features of evolutionary algorithms (EAs), using ...
In this paper we present a novel genetic algorithm (GA) solution to a simple yet challenging commerc...
An obstacle game takes one to two-dimensional space in which three kinds of obstacles exist: walls, ...
Automated Game Programming is an attempt to conjure computer game-playing agents from random bits th...
Title: Evolutionary Algorithm-Based Procedural Level Generator for a Rogue-like Game Author: Jan Veg...
The soft computing approach for gaming is different from the traditional one that exploits knowledge...
This thesis deals with an evolutionary solving of the Rubik's cube. The worldwide known puzzle has b...
In this article, we describe a computer-aided design process for generating high-quality Birds of a ...
This thesis presents an approach to automatic video game level design consisting of a novel computat...