General Video Game Artificial Intelligence

General Video Game Artificial Intelligence

Author: Diego Pérez Liébana

Publisher: Morgan & Claypool Publishers

Published: 2019-10-09

Total Pages: 193

ISBN-13: 1681736454

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Research on general video game playing aims at designing agents or content generators that can perform well in multiple video games, possibly without knowing the game in advance and with little to no specific domain knowledge. The general video game AI framework and competition propose a challenge in which researchers can test their favorite AI methods with a potentially infinite number of games created using the Video Game Description Language. The open-source framework has been used since 2014 for running a challenge. Competitors around the globe submit their best approaches that aim to generalize well across games. Additionally, the framework has been used in AI modules by many higher-education institutions as assignments, or as proposed projects for final year (undergraduate and Master's) students and Ph.D. candidates. The present book, written by the developers and organizers of the framework, presents the most interesting highlights of the research performed by the authors during these years in this domain. It showcases work on methods to play the games, generators of content, and video game optimization. It also outlines potential further work in an area that offers multiple research directions for the future.


Playing Smart

Playing Smart

Author: Julian Togelius

Publisher: MIT Press

Published: 2019-01-15

Total Pages: 188

ISBN-13: 0262350157

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THE FUTURE OF GAME DESIGN IN THE AGE OF AI: Can games measure intelligence? And how will artificial intelligence inform games of the future? In Playing Smart, Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how. Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM’s Deep Blue and DeepMind’s AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. Game design is at heart a cognitive science, Togelius reminds us—when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.


Artificial Intelligence and Games

Artificial Intelligence and Games

Author: Georgios N. Yannakakis

Publisher: Springer

Published: 2018-02-17

Total Pages: 350

ISBN-13: 3319635190

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This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.


Artificial Intelligence for Computer Games

Artificial Intelligence for Computer Games

Author: Pedro Antonio González-Calero

Publisher: Springer Science & Business Media

Published: 2011-03-01

Total Pages: 210

ISBN-13: 1441981888

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The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of academic AI techniques into current electronic entertainment games. The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players. Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.


General Video Game Artificial Intelligence

General Video Game Artificial Intelligence

Author: Diego Pérez Liébana

Publisher: Springer Nature

Published: 2022-05-31

Total Pages: 177

ISBN-13: 3031021223

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Research on general video game playing aims at designing agents or content generators that can perform well in multiple video games, possibly without knowing the game in advance and with little to no specific domain knowledge. The general video game AI framework and competition propose a challenge in which researchers can test their favorite AI methods with a potentially infinite number of games created using the Video Game Description Language. The open-source framework has been used since 2014 for running a challenge. Competitors around the globe submit their best approaches that aim to generalize well across games. Additionally, the framework has been used in AI modules by many higher-education institutions as assignments, or as proposed projects for final year (undergraduate and Master's) students and Ph.D. candidates. The present book, written by the developers and organizers of the framework, presents the most interesting highlights of the research performed by the authors during these years in this domain. It showcases work on methods to play the games, generators of content, and video game optimization. It also outlines potential further work in an area that offers multiple research directions for the future.


AI for Game Developers

AI for Game Developers

Author: David M. Bourg

Publisher: "O'Reilly Media, Inc."

Published: 2004

Total Pages: 398

ISBN-13: 9780596005559

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From the author of "Physics for Game Developers," comes a new, non-threatening introduction to the complex subject of game programming.


AI for Games

AI for Games

Author: Ian Millington

Publisher: CRC Press

Published: 2021-11-15

Total Pages: 85

ISBN-13: 1000475514

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What is artificial intelligence? How is artificial intelligence used in game development? Game development lives in its own technical world. It has its own idioms, skills, and challenges. That’s one of the reasons games are so much fun to work on. Each game has its own rules, its own aesthetic, and its own trade-offs, and the hardware it will run on keeps changing. AI for Games is designed to help you understand one element of game development: artificial intelligence (AI).


Programming Game AI by Example

Programming Game AI by Example

Author: Mat Buckland

Publisher: Jones & Bartlett Learning

Published: 2005

Total Pages: 522

ISBN-13: 9781556220784

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This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.


AI Game Development

AI Game Development

Author: Alex J. Champandard

Publisher: New Riders

Published: 2003

Total Pages: 772

ISBN-13: 9781592730049

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With game players expecting greater intelligence, efficiency, and realism with non-player characters, AI plays an ever-increasing important role in game development. This is a tremendous challenge for game developers in methodology, software design, and programming. Creating autonomous synthetic creatures that can adapt in games requires a different kind of understanding of AI than the classical approach used by current game programmers. The Nouvelle Game AI approach presented in this book focuses on creating embodied "animats" that behave in an intelligent and realistic manner. In particular, learning AI is generating much interest among the game development community, as these modern techniques can be used to optimize the development process. Book jacket.


Game AI Pro 2

Game AI Pro 2

Author: Steven Rabin

Publisher: CRC Press

Published: 2015-04-17

Total Pages: 566

ISBN-13: 1482254808

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Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the com