The riddle of togelby

Daniel Ashlock, Christoph Salge

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)
10 Downloads (Pure)

Abstract

At the 2017 Artificial and Computational Intelligence in Games meeting at Dagstuhl, Julian Togelius asked how to make spaces where every way of filling in the details yielded a good game. This study examines the possibility of enriching search spaces so that they contain very high rates of interesting objects, specifically game elements. While we do not answer the full challenge of finding good games throughout the space, this study highlights a number of potential avenues. These include naturally rich spaces, a simple technique for modifying a representation to search only rich parts of a larger search space, and representations that are highly expressive and so exhibit highly restricted and consequently enriched search spaces. We treat the creation of plausible road systems, useful graphics, highly expressive room placement for maps, generation of cavern-like maps, and combinatorial puzzle spaces.
Original languageEnglish
Title of host publicationIEEE Conference on Games 2019, CoG 2019
PublisherIEEE Computer Society
Number of pages8
ISBN (Electronic)9781728118840
DOIs
Publication statusPublished - 26 Sept 2019
Event2019 IEEE Conference on Games, CoG 2019 - London, United Kingdom
Duration: 20 Aug 201923 Aug 2019

Publication series

NameIEEE Conference on Computatonal Intelligence and Games, CIG
Volume2019-August
ISSN (Print)2325-4270
ISSN (Electronic)2325-4289

Conference

Conference2019 IEEE Conference on Games, CoG 2019
Country/TerritoryUnited Kingdom
CityLondon
Period20/08/1923/08/19

Fingerprint

Dive into the research topics of 'The riddle of togelby'. Together they form a unique fingerprint.

Cite this