Abstract
The authors present a case study of the initial inspiration and design process that led to successfully optimized versions of the game “Cluster”. Various aspects of game design are examined in the context of human and computer assisted playtesting.
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Notes
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Personal communications with Shoptaugh in 2009.
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- 3.
Understandably, due to a desire to prevent the proliferation of endless variations of Cluster, Shoptaugh requested that Cluster Designer not be made publically available.
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Cluster-58 will be commercially marketed in late 2016.
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References
Sackson, S.: A Gamut of Games. Pantheon Books, New York (1982). [1st Pub. 1969, Random House, New York]. ISBN 0-394-71115-7
Hom, V., Marks, J.: Automatic design of balanced board games. In: Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE), pp. 25–30 (2007)
Browne, C., Maire, F.: Evolutionary game design. IEEE Trans. Comput. Intell. AI Games 2(1), 1–16 (2010)
Shoptaugh, P.: Cluster game. U.S. Patent 3,834,708, filed February 23, 1973, and issued September 10, 1974 (1973)
Schmidt, G.: The axiom general purpose game playing system. IEEE Trans. Comput. Intell. AI Games 6(4), 332–342 (2014)
Acknowledgements
Thanks to Cameron Browne for his helpful suggestions.
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Schmidt, G., Shoptaugh, P. (2020). Making a Better Game: The History of Cluster. In: Cazenave, T., van den Herik, J., Saffidine, A., Wu, IC. (eds) Advances in Computer Games. ACG 2019. Lecture Notes in Computer Science(), vol 12516. Springer, Cham. https://doi.org/10.1007/978-3-030-65883-0_3
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