14 research outputs found

    From Chess and Atari to StarCraft and Beyond: How Game AI is Driving the World of AI

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    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

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    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

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    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
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