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|a 9781447121794
|9 978-1-4471-2179-4
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|a 10.1007/978-1-4471-2179-4
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|a Browne, Cameron.
|e author.
|4 aut
|4 http://id.loc.gov/vocabulary/relators/aut
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|a Evolutionary Game Design
|h [electronic resource] /
|c by Cameron Browne.
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|a 1st ed. 2011.
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|a London :
|b Springer London :
|b Imprint: Springer,
|c 2011.
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|a XI, 122 p. 68 illus.
|b online resource.
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|a text
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|a computer
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|a online resource
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|a SpringerBriefs in Computer Science,
|x 2191-5776
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|a The book describes the world's first successful experiment in fully automated board game design. Evolutionary methods were used to derive new rule sets within a custom game description language, and self-play trials used to estimate each derived game's potential to interest human players. The end result is a number of new and interesting games, one of which has proved popular and gone on to be commercially published.
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|a Artificial intelligence.
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|a Digital humanities.
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|a Computer simulation.
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|a Artificial Intelligence.
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|a Digital Humanities.
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|a Computer Modelling.
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|a SpringerLink (Online service)
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|t Springer Nature eBook
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|i Printed edition:
|z 9781447121787
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|i Printed edition:
|z 9781447121800
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|a SpringerBriefs in Computer Science,
|x 2191-5776
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|u https://doi.uam.elogim.com/10.1007/978-1-4471-2179-4
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