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Electronic, video and computer games have captured the interest of younger generation during the past years and have become the primary source of relaxation and fun for many. The public demand for choices in computer games has increased and there is a need to automate the process of game development. In this book we introduce a methodology for automated generation of entertaining games. The genres we address are board based games and video games. We use evolutionary algorithms to generate new and entertaining games using our proposed entertainment metrics as the fitness function.
Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications.
As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as 'modding', and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
This book is a practical guide on how to create artwork for computer games - a burgeoning area in which thousands of artists are hired each year.
Cyclic and Computer Generated Designs is a much-expanded and updated version of the well-received monograph, Cyclic Designs . The book is primarily concerned with the construction and analysis of designs with a number of different blocking structures, such as revolvable designs, row-column designs, and Latinized designs. It describes how appropriate and efficient designs can be constructed through the use of cyclic methods and recently developed computer algorithms. In this new edition, a greater emphasis is given to the construction and properties of resolvable block and row-column designs.
Instructive how-to photos on every page complement this idea-packed handbook for owners of pet dwarf rabbits. These tiny creatures are not only warm, furry, and cuddly; they also readily respond to training and are capable of learning many tricks. Author Esther Schmidt describes a variety of games and pastimes that can add up to great fun for both rabbits and their owners. She also presents--
Games and House Design for Dwarf Rabbits is a title in Barron's brand-new Games and House Design series of idea books that encourage bonding between animal lovers and their pets. All books in this series focus on ways to create an optimal environment for your pet while emphasizing the many joys that come with pet ownership. The books are filled with color photos on most pages, sidebar tips, and construction diagrams.
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