Intelligent Game Designer: Difference between revisions
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Client: Vince Darley, | Client: Vince Darley, [[King Digital Entertainment]] <Vince.Darley@king.com> | ||
There has been a lot of recent publicity about the success of CST alumnus Demis Hassabis' company Deep Mind, in creating an AI system that can learn to play 1980s arcade games. Of course, there is not much profit in playing computer games - the real business opportunity is designing them! The goal of this project is to create a fully automated AI system that can design original new levels of a casual game such as Candy Crush Saga. There is an art in designing good levels - they should be easy at first, get a lot harder, but be ultimately solvable. You will need to construct a population of simulated players, at all different levels of ability, to assess the quality of the levels generated. By optimising simulated play, each level should be challenging, motivating, while also being aesthetically pleasing. | There has been a lot of recent publicity about the success of CST alumnus Demis Hassabis' company Deep Mind, in creating an AI system that can learn to play 1980s arcade games. Of course, there is not much profit in playing computer games - the real business opportunity is designing them! The goal of this project is to create a fully automated AI system that can design original new levels of a casual game such as Candy Crush Saga. There is an art in designing good levels - they should be easy at first, get a lot harder, but be ultimately solvable. You will need to construct a population of simulated players, at all different levels of ability, to assess the quality of the levels generated. By optimising simulated play, each level should be challenging, motivating, while also being aesthetically pleasing. |
Latest revision as of 06:55, 3 September 2015
Client: Vince Darley, King Digital Entertainment <Vince.Darley@king.com>
There has been a lot of recent publicity about the success of CST alumnus Demis Hassabis' company Deep Mind, in creating an AI system that can learn to play 1980s arcade games. Of course, there is not much profit in playing computer games - the real business opportunity is designing them! The goal of this project is to create a fully automated AI system that can design original new levels of a casual game such as Candy Crush Saga. There is an art in designing good levels - they should be easy at first, get a lot harder, but be ultimately solvable. You will need to construct a population of simulated players, at all different levels of ability, to assess the quality of the levels generated. By optimising simulated play, each level should be challenging, motivating, while also being aesthetically pleasing.