rndmcnlly0
Joined 17 years ago
Joined 17 years ago
kick if i%4 == 0
clap if i%8 == 4
hat if i%8 in [0,2,6,7]
bass always, according to some function of iThis kind of feedback extracts several more bits of information from the player than a single rating (making better use of them). However, it breaks the applicability of an evolutionary algorithm which treats both artifacts and fitness evaluation as black boxes. If you use a search algorithm that was aware of how the game was built from components, I'm guessing that component-level feedback (being both more objective and more specific) could provide more informative pressure to drive the algorithm than the standard interactive genetic algorithm setup gets.
Instead of proposing some metric for fun that is valid a-priori, we are going to look for the very grounded game-specific correlates of fun and optimize with respect to those. Satisfactorily capturing the entire fuzzy sense of human fun in a finite piece of code is silly, but cataloging the observed feedback for every popular combination of level elements (e.g. "goomba two blocks to the right of a coin block while the player has a fire flower") is both practical and useful for automating level design.
If you think of the error function as the combined output of a bunch of "obvious flaw" detectors instead of a "theory of fun", then speculative optimization where the initial conditions come from a human's design under consideration becomes a potentially interesting bit of design automation. Think of design rule checks in CAD with a bit of fuzziness and a default bias -- instead of saying just yes/no, it can say "X might be a better alternative according to the metrics you've enabled in the preference window, consider adopting some of its edits".
Also, the fact that I had a good experience playing an "academic" class character in Traveller during college was also an influence in deciding to go to grad school. I haven't seen this class in any other RPG.
The gist is that games are fragile with respect to mutations (motivating the need for a search paradigm not based on gradualism). This fragility may not exhibit itself as strongly for the parameter tweaking involved in the balancing problem, but balancing quickly shades into general game design when you start to consider non-trivial tweaks.
Also, a sudoku puzzle generator directly incorporating the unique solution constraint: http://asparagus.cs.uni-potsdam.de/encoding/show/id/12739
Here's a tutorial application of ASP to map generation: http://eis-blog.ucsc.edu/2011/10/map-generation-speedrun/
The original application I imagined would be very simple arrays to be used in kids' tile puzzles where you could have square-peg-in-square-hole style thinking but without hole geometry (choosing something more semantic instead). Puzzle tiles would only have strong attraction to their correct location and all other locations would be relatively neutral.
In the quasi-whimsical view of Anonymous as a legitimate internet-dwelling mentality, it's these definedly group actions act actually constitute the speech (a vector of communication) for that entity. Every textual or video message signed "Anonymous" is quickly interpreted as the speech of an individual or small group of collaborating authors, relatable on human terms. The attacks, despite their sit-in level overall effectiveness, are inherently aggregate, as opposed to that-13-year-old or that-15-year-old-and-his-botnet.