About AI inventing games, that was an interesting point as a programmer. You couldn't tell an AI to invent a game that takes 5 minutes to learn, 3-4 hours to play, and a lifetime to master... but you could very much do something a little more specific based on genre, and then measure success by how long humans played the game and a rating they gave it when they finished or quit.<br><br>For example, you could give it different examples of board game spaces: matrixes like chess, checkers, go or even other types of game boards (around the edge movements, etc), give it concepts of pieces with different programmatic move sets (chess) or randomized moves (moving x spaces using dice), rules for capture, and winning, and have it a riff on those to design an optimally new game.<br><br>Or, for visual novels, for example, you could have it generate story branches with decision points.<br><br>With a combat game you could give the computer different fighting moves with button combos, animations, speed, damaged, area of effect, etc, and have it come up with new characters with different combos.<br><br>Multi-dimensional games (like RPGs with a story, map, character development, and combat) aspects would be much harder to have more variables and UIs to program the computer to understand.