DocumentCode :
1572468
Title :
Measuring interestingness of continuous game problems
Author :
Roberts, Samuel A. ; Lucas, Simon M.
fYear :
2013
Firstpage :
1
Lastpage :
8
Abstract :
This paper investigates the relationship between the difficulty and the interestingness of individual problem candidates from within a class of related problems, using Lunar Lander as a case study. In this class of problems, a 2D spaceship must be controlled by a simple set of macro-actions, including both linear and angular impulses, such that it fulfils a set of weighted criteria relating to landing on a jagged landscape with flat landing pads. It is demonstrated that a very simple measure based on standard deviations of improvement can be used to guide evolution to develop interesting problems in this class of problems, which in turn can be solved using evolution strategies to get a high level of improvement based on initial random performance. We examine the impact of the measure used on the evolution of the problems, and also what aspects of this problem class affect the difficulty and interestingness the most.
Keywords :
computer games; game theory; 2D spaceship; Lunar Lander; angular impulses; continuous game problems; evolution strategies; flat landing pads; individual problem candidates; initial random performance; interestingness measurement; jagged landscape landing; linear impulses; modification; weighted criteria; Fuels; Games; Marine vehicles; Moon; Vectors; Vehicles; Weight measurement;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computational Intelligence in Games (CIG), 2013 IEEE Conference on
Conference_Location :
Niagara Falls, ON
ISSN :
2325-4270
Print_ISBN :
978-1-4673-5308-3
Type :
conf
DOI :
10.1109/CIG.2013.6633641
Filename :
6633641
Link To Document :
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