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  • © 2007

Advanced Intelligent Paradigms in Computer Games

  • Contains the latest research in the area of advanced intelligent paradigms in computer games
  • Includes supplementary material: sn.pub/extras

Part of the book series: Studies in Computational Intelligence (SCI, volume 71)

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Table of contents (8 chapters)

  1. Front Matter

    Pages i-vii
  2. Adaptive Generation of Dilemma-based Interactive Narratives

    • Heather Barber, Daniel Kudenko
    Pages 19-37
  3. Computational Intelligence in Racing Games

    • Julian Togelius, Simon M. Lucas, Renzo De Nardi
    Pages 39-69
  4. Designing and Developing Electronic Market Games

    • Maria Fasli, Michael Michalakopoulos
    Pages 117-151
  5. Capturing Player Enjoyment in Computer Games

    • Georgios N. Yannakakis, John Hallam
    Pages 175-201

About this book

The evolution of technologies has greatly changed the basic structure of our industry and nature of our daily lives. Industries which did not exist several decades ago have made remarkable progress in recent years and ?ourished. One of the most typical examples is the computer game industry. This book presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. This book contains eight chapters. The ?rst chapter, by N. Baba and H. Handa, is on utilization of evolutionary algorithms to increase excitement of the COMMONS GAME. It is shown that the original COMMONS GAME which is one of the most popular environmental games has been made much more exciting by the intelligent utilization of the two evolutionary algorithms. The second chapter, by H. Barber and D. Kudenko, is on adaptive g- eration of dilemma-based interactive narratives. In this chapter, they present an interactive narrative generator that can create story lines that incorporate dilemmas to add dramatic tension. They also brie?y touch upon the pos- bility that their work could provide a useful tool for making dramatically interesting game playing possible. The third chapter, by J. Tongelius, S.M. Lucas, and R.D. Nardi, is on computational intelligence (CI) in racing games. The authors suggest that CI techniques can be used for various purposes such as controller evolution for the racing and track evolution for a pro?cient player.

Editors and Affiliations

  • Osaka Kyoiku University, Osaka, Japan

    Norio Baba

  • University of South Australia, Adelaide, Australia

    Lakhmi C. Jain

  • Okayama University, Okayama, Japan

    Hisashi Handa

Bibliographic Information

Buy it now

Buying options

eBook USD 129.00
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 169.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access