431 research outputs found

    Towards a Standard-based Domain-specific Platform to Solve Machine Learning-based Problems

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    Machine learning is one of the most important subfields of computer science and can be used to solve a variety of interesting artificial intelligence problems. There are different languages, framework and tools to define the data needed to solve machine learning-based problems. However, there is a great number of very diverse alternatives which makes it difficult the intercommunication, portability and re-usability of the definitions, designs or algorithms that any developer may create. In this paper, we take the first step towards a language and a development environment independent of the underlying technologies, allowing developers to design solutions to solve machine learning-based problems in a simple and fast way, automatically generating code for other technologies. That can be considered a transparent bridge among current technologies. We rely on Model-Driven Engineering approach, focusing on the creation of models to abstract the definition of artifacts from the underlying technologies

    Game AI revisited

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    More than a decade after the early research efforts on the use of artificial intelligence (AI) in computer games and the establishment of a new AI domain the term “game AI” needs to be redefined. Traditionally, the tasks associated with game AI revolved around non player character (NPC) behavior at different levels of control, varying from navigation and pathfinding to decision making. Commercial-standard games developed over the last 15 years and current game productions, however, suggest that the traditional challenges of game AI have been well addressed via the use of sophisticated AI approaches, not necessarily following or inspired by advances in academic practices. The marginal penetration of traditional academic game AI methods in industrial productions has been mainly due to the lack of constructive communication between academia and industry in the early days of academic game AI, and the inability of academic game AI to propose methods that would significantly advance existing development processes or provide scalable solutions to real world problems. Recently, however, there has been a shift of research focus as the current plethora of AI uses in games is breaking the non-player character AI tradition. A number of those alternative AI uses have already shown a significant potential for the design of better games. This paper presents four key game AI research areas that are currently reshaping the research roadmap in the game AI field and evidently put the game AI term under a new perspective. These game AI flagship research areas include the computational modeling of player experience, the procedural generation of content, the mining of player data on massive-scale and the alternative AI research foci for enhancing NPC capabilities.peer-reviewe

    A panorama of artificial and computational intelligence in games

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    This paper attempts to give a high-level overview of the field of artificial and computational intelligence (AI/CI) in games, with particular reference to how the different core research areas within this field inform and interact with each other, both actually and potentially. We identify ten main research areas within this field: NPC behavior learning, search and planning, player modeling, games as AI benchmarks, procedural content generation, computational narrative, believable agents, AI-assisted game design, general game artificial intelligence and AI in commercial games. We view and analyze the areas from three key perspectives: (1) the dominant AI method(s) used under each area; (2) the relation of each area with respect to the end (human) user; and (3) the placement of each area within a human-computer (player-game) interaction perspective. In addition, for each of these areas we consider how it could inform or interact with each of the other areas; in those cases where we find that meaningful interaction either exists or is possible, we describe the character of that interaction and provide references to published studies, if any. We believe that this paper improves understanding of the current nature of the game AI/CI research field and the interdependences between its core areas by providing a unifying overview. We also believe that the discussion of potential interactions between research areas provides a pointer to many interesting future research projects and unexplored subfields.peer-reviewe

    A holistic approach for semantic-based game generation

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    The Web contains vast sources of content that could be reused to reduce the development time and effort to create games. However, most Web content is unstructured and lacks meaning for machines to be able to process and infer new knowledge. The Web of Data is a term used to describe a trend for publishing and interlinking previously disconnected datasets on the Web in order to make them more valuable and useful as a whole. In this paper, we describe an innovative approach that exploits Semantic Web technologies to automatically generate games by reusing Web content. Existing work on automatic game content generation through algorithmic means focuses primarily on a set of parameters within constrained game design spaces such as terrains or game levels, but does not harness the potential of already existing content on the Web for game generation. We instead propose a holistic and more generally-applicable game generation solution that would identify suitable Web information sources and enrich game content with semantic meta-structures.The research work disclosed in this publication is partially funded by the REACH HIGH Scholars Programme — Post- Doctoral Grants. The grant is part-financed by the European Union, Operational Programme II — Cohesion Policy 2014- 2020 Investing in human capital to create more opportunities and promote the wellbeing of society — European Social Fund.peer-reviewe

    StarCraft Bots and Competitions

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    International audienceDefinition Real-Time Strategy (RTS) games is a sub-genre of strategy games where players need to build an economy (gathering resources and building a base) and military power (training units and researching technologies) in order to defeat their opponents (destroying their army and base). Artificial Intelligence (AI) problems related to RTS games deal with the behavior of an artificial player. Since 2010, many international competitions have been organized to match AIs, or bots, playing to the RTS game StarCraft. This chapter presents a review of all major international competitions from 2010 until 2015, and details some competing StarCraft bots. State of the Art Bots for StarCraft Thanks to the recent organization of international game AI competitions fo-cused around the popular StarCraft game, several groups have been working on integrating many of the techniques developed for RTS game AI into complete "bots", capable of playing complete StarCraft games. In this chapter we will overview some of the currently available top bots, and their results of recent competitions

    Computer Simulation of Musical Evolution: A Lesson from Whales

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    Simulating musical creativity using computers needs more than the ability to devise elegant computational implementations of sophisticated algorithms. It requires, firstly, an understanding of what phenomena might be regarded as music; and, secondly, an understanding of the nature of such phenomena — including their evolutionary history, their recursive-hierarchic structure, and the mechanisms by which they are transmitted within cultural groups. To understand these issues it is fruitful to compare human music, and indeed human language, with analogous phenomena in other areas of the animal kingdom. Whale song, specifically that of the humpback (Megaptera novaeangeliae), possesses many structural and functional similarities to human music (as do certain types of birdsong). Using a memetic perspective, this paper compares the “musilanguage” of humpbacks with the music of humans, and aims to identify a number of shared characteristics. A consequence of nature and nurture, these commonalities appear to arise partly from certain constraints of perception and cognition (and thus they determine an aspect of the environment within which the “musemes” (musical memes) constituting whale vocalizations and human music is replicated), and partly from the social-emotive-embodied and sexual-selective nature of musemic transmission. The paper argues that Universal-Darwinian forces give rise to uniformities of structure in phenomena we might regard as “music”, irrespective of the animal group — certain primates, cetaceans or birds - within which it occurs. It considers the extent to which whale song might be regarded as creative, by invoking certain criteria used to assess this attribute in human music. On the basis of these various comparisons, the paper concludes by attempting to draw conclusions applicable to those engaged in designing evolutionary music simulation/generation algorithms
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