This paper presents a first attempt at evolving the rules for a game. In contrast to almost every other paper that applies computational intelligence techniques to games, we are not generating behaviours, strategies or environments for any particular game; we are starting without a game and generating the game itself. We explain the rationale for doing this and survey the theories of entertainment and curiosity that underly our fitness function, and present the details of a simple proofof- concept experiment. ©2008 IEEE.
|Title of host publication
|2008 IEEE Symposium on Computational Intelligence and Games, CIG 2008
|Number of pages
|Published - Dec 1 2008