Links: Evolutionary Game Design, Game Design the Old-Fashioned Way & The Zeroeth Move

Links: Evolutionary Game Design, Game Design the Old-Fashioned Way & The Zeroeth Move
Board Game: Yavalath
Cameron Browne's game-designing program Ludi – "author" of the game Yavalath among other designs – has won the gold prize (and consequently $5,000) at the annual Human-Competitive Awards (aka, the "Humies") at the equally annual Genetic and Evolutionary Computation Conference (GECCO). Here's an overview of the Humies:

Quote:
Techniques of genetic and evolutionary computation are being increasingly applied to difficult real-world problems – often yielding results that are not merely academically interesting, but competitive with the work done by creative and inventive humans. Starting at the Genetic and Evolutionary Computation Conference (GECCO) in Seattle in 2004, cash prizes have been awarded for human-competitive results that had been produced by some form of genetic and evolutionary computation in the previous year...

An automatically created result is considered "human-competitive" if it satisfies at least one of the eight criteria below.

-----• (A) The result was patented as an invention in the past, is an improvement over a patented invention, or would qualify today as a patentable new invention.
-----• (B) The result is equal to or better than a result that was accepted as a new scientific result at the time when it was published in a peer-reviewed scientific journal.
-----• (C) The result is equal to or better than a result that was placed into a database or archive of results maintained by an internationally recognized panel of scientific experts.
-----• (D) The result is publishable in its own right as a new scientific result ¾ independent of the fact that the result was mechanically created.
-----• (E) The result is equal to or better than the most recent human-created solution to a long-standing problem for which there has been a succession of increasingly better human-created solutions.
-----• (F) The result is equal to or better than a result that was considered an achievement in its field at the time it was first discovered.
-----• (G) The result solves a problem of indisputable difficulty in its field.
-----• (H) The result holds its own or wins a regulated competition involving human contestants (in the form of either live human players or human-written computer programs).
Browne wrote about evolutionary game design and the creation of Yavalath in this 2011 designer diary on BGGN. The Humies awards page lists only the nominees for 2012 and not the winner as of this moment, and I asked Browne for his reaction to the announcement. "I'm astonished that Ludi won," he said. "Some of the other entries were very impressive, including cutting edge solutions to difficult problems in $300 billion industries. But the judges seemed to like the fact that Ludi succeeded at a problem that they described as 'crazy hard', and I suspect that they enjoyed the novelty of hearing someone talk about game design rather than the usual optimization tasks."

Browne's presentation to GECCO isn't available online, but you can read the (PDF) he created to support the presentation, which contains additional details on statistics, initial input for Ludi, and so on. Notes Browne, "You might be interested to know that I used BGG as a yardstick for success. I pointed out that it was the 'expert database' in the field of game design, and that the rankings of games by category is a fair reflection of each game's actual worth. Without BGG I'd never have won the award!"

Board Game: Hawaii
• On the East Tennessee Gamers blog, David Williams writes about the "zeroeth" move, describing it as such:
Quote:
Hawaii is just like Dominion. Okay, that's a disingenuous lead to get you to read the rest of the post. But I do believe there is an important similarity: The most important part of both games comes before the first move...

[T]he genius of Hawaii is that all things are not equal from one game to the next. Fruits may be much farther away than boats. So Hawaii has this element of looking at the board, figuring out what's cheap in this game, and finding the intersection of cheap+synergistic. Which combination of tiles produces the best outcome, factoring in the cost?
Okay, not a new observation, but I like the terminology, labeling something that's outside the game as it's played even though that something has a huge impact on how one should approach strategy within that particular game. All of Donald X's published designs to date have this feature; Uwe Rosenberg's Le Havre has the varying layout of buildings, which feels like a zeroeth move, whereas his Agricola has the starting hand of cards, which doesn't as knowledge of the cards is private and can't impact other players before the cards are revealed. Well, they can – but the opponents may not know why you're doing some non-obvious move until the reason is revealed later.

From gallery of W Eric Martin
• Designer Lewis Pulsipher has a book titled Game Design: How to Create Video and Tabletop Games, Start to Finish coming out from U.S. publisher McFarland in July 2012. Here's an overview of the book from the publisher:

Quote:
Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.
• Tao Wong of the Canadian online retailer Starlit Citadel vents about his apparent place in the industry:

Quote:
As an online game store, it sometimes feels like the entire industry is out to shut you down. We're the evil demon in the mists, the boogieman destroying the fabric of the gaming universe. We are the bad guys.
• Check out this LEGO Settlers of Catan set on Mashable. Impressive!

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