14 research outputs found
From Chess and Atari to StarCraft and Beyond: How Game AI is Driving the World of AI
This paper reviews the field of Game AI, which not only deals with creating
agents that can play a certain game, but also with areas as diverse as creating
game content automatically, game analytics, or player modelling. While Game AI
was for a long time not very well recognized by the larger scientific
community, it has established itself as a research area for developing and
testing the most advanced forms of AI algorithms and articles covering advances
in mastering video games such as StarCraft 2 and Quake III appear in the most
prestigious journals. Because of the growth of the field, a single review
cannot cover it completely. Therefore, we put a focus on important recent
developments, including that advances in Game AI are starting to be extended to
areas outside of games, such as robotics or the synthesis of chemicals. In this
article, we review the algorithms and methods that have paved the way for these
breakthroughs, report on the other important areas of Game AI research, and
also point out exciting directions for the future of Game AI
How to Create Personas: Three Persona Creation Methodologies with Implications for Practical Employment
Background: Personas are a technique for enhanced understanding of users and customers to improve the user-centered design of systems and products. Their creation can be categorized using three persona creation methodologies: Qualitative, Quantitative, and Mixed Methods. Despite the apparent differences in these methodologies, no previous review has systemically compared and contrasted the strengths and weaknesses of each of these methodologies for persona development.
Method: This manuscript maps and navigates persona literature to identify the benefits and challenges of these three persona creation methodologies. Furthermore, the strategies and opportunities of the different methodologies are presented.
Results: The results summarize the strengths and weaknesses of each of the three principal persona creation methodologies and offer suggestions of the benefits of their employment.
Conclusion: In conclusion, we offer insights into the construction and usage of personas for practitioners and researchers, and we propose a framework to determine which persona creation methodology is most suitable for a given context.
Keywords: Algorithmically-Generated Personas, Persona Analytics, Persona Science
Counterexample Guided Abstraction Refinement with Non-Refined Abstractions for Multi-Agent Path Finding
Counterexample guided abstraction refinement (CEGAR) represents a powerful
symbolic technique for various tasks such as model checking and reachability
analysis. Recently, CEGAR combined with Boolean satisfiability (SAT) has been
applied for multi-agent path finding (MAPF), a problem where the task is to
navigate agents from their start positions to given individual goal positions
so that the agents do not collide with each other.
The recent CEGAR approach used the initial abstraction of the MAPF problem
where collisions between agents were omitted and were eliminated in subsequent
abstraction refinements. We propose in this work a novel CEGAR-style solver for
MAPF based on SAT in which some abstractions are deliberately left non-refined.
This adds the necessity to post-process the answers obtained from the
underlying SAT solver as these answers slightly differ from the correct MAPF
solutions. Non-refining however yields order-of-magnitude smaller SAT encodings
than those of the previous approach and speeds up the overall solving process
making the SAT-based solver for MAPF competitive again in relevant benchmarks