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Automatic Generation of Interesting Games

Authors: Zahid Halim; A. Rauf Baig;

Automatic Generation of Interesting Games

Abstract

Computer games have always been a source of entertainment for all age groups. From the point of view of game developer it has always been difficult to quantify the entertainment value of the human player, as the entertainment value is very subjective. The two factors which mainly influence the entertainment value are the type of the game and the contents of the game. In this paper we present some quantitative measures for entertainment in a genre of computer game and apply them as a guide for the evolution of new interesting games. Our experiments show that this approach has potential for further investigation.

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Found an issue? Give us feedback
citations
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
2
Average
Average
Average
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