107,239 research outputs found
Gentlemen, stop your engines!
For fifty years, computer chess has pursued an original goal of Artificial Intelligence, to produce a chess-engine to compete at the highest level. The goal has arguably been achieved, but that success has made it harder to answer questions about the relative playing strengths of
man and machine. The proposal here is to approach such questions in a counter-intuitive way, handicapping or stopping-down chess engines so that they play less well. The intrinsic lack of man-machine games may be side-stepped by analysing existing games to place computer engines
as accurately as possible on the FIDE ELO scale of human play. Move-sequences may also be assessed for likelihood if computer-assisted cheating is suspected
Developing Artificial Intelligence Agents for a Turn-Based Imperfect Information Game
Artificial intelligence (AI) is often employed to play games, whether to entertain human opponents, devise and test strategies, or obtain other analytical data. Games with hidden information require specific approaches by the player. As a result, the AI must be equipped with methods of operating without certain important pieces of information while being aware of the resulting potential dangers. The computer game GNaT was designed as a testbed for AI strategies dealing specifically with imperfect information. Its development and functionality are described, and the results of testing several strategies through AI agents are discussed
Is a Technological Singularity near also for bots in MMOGs?
Using the idea of the Technological Singularity this essay offers some reflections on the possible future of bots in Massively Multiplayer Online Games (MMOGs). The paper starts by briefly introducing the notion of Technological Singularity as the advent of a super-intelligent Artificial Intelligence that could threaten human existence. Bots are computer programs that automate repetitive and time consuming activities for the Internet user. In MMOGs, bots are often used to cheat and could have nefarious effects on the gameplay. Assuming that bots are rudimentary forms of Artificial Intelligence that also pose a threat to MMOGs and their players, the paper presents some evidence-based trends of the future evolution of bots and the implications of these for Virtual Worlds research
Computer Game Based on Artificial Inteligence
BakalĆ”ÅskĆ” prĆ”ce se zabĆ½vĆ” problematikou umÄlĆ© inteligence v poÄĆtaÄovĆ© hÅe. V prĆ”ci je uveden nĆ”vrh dvourozmÄrnĆ© poÄĆtaÄovĆ© hry pro dva hrĆ”Äe, kde jednoho z nich mÅÆže ÅĆdit poÄĆtaÄ. HlavnĆ Ćŗlohou bylo vytvoÅenĆ hry s jednoduchĆ½m uživatelskĆ½m rozhranĆm, se zamÄÅenĆm na umÄlou inteligenci soupeÅe.This Bachelor's thesis is focused on artificial intelligence in computer games. It introduces the design of a two-dimensional computer game for two players of which one can be computer-controlled. The main task was the creation of a game with a simple user interface with focus on the opponent's artificial intelligence.
Artificial Intelligent in Congkak Game
Computer games provide a challenge for mankind. A way to demonstrate the mastery
over the concept of intelligence. It is through a continual need to improve the artificial
intelligence in computer games that man also finds a way to examine the creativity.
Developments in the artificial intelligence of computer games have shown remarkable
improvement as new genres of games have been created with new advances in the
technology. Newer more complex and adaptable games demonstrate an increased
understanding of intelligence and furnish entertaining benchmarks of our own ability.
Congkak is a traditional game that is unique and famous in the early days. The game has
certain properties that make ideal subjects for the research of AI technologies. It has a
structured rules and tactics which are appropriate to generate the search space and
liberated the research from the uncertainty and complexities inherent in less structured
problems. With the science that is concerned with the automation ofintelligent behavior,
though, this game has some advantages that hopefolly can introduce artificial intelligent
system. For traditional game such as congkak, there is actually lack ofunderstanding the
AI concept or methods used in the game. To be specific there is also lack oftraditional
game in computer gaming market. The used of heuristic techniques is required for
determining what alternatives to explore in the problem space. Heuristic technique is a
major area ofAI research and it is useful for checking the best way to win or to protect
from losing. Most ofushave some experience with this game and it is possible to devise
and test the effectiveness of our own heuristics. For this reasons, congkak will provide a
rich domain for the study of heuristic search.
The study will also include research on interface development and performance wise.
Basically, the intention of this study is to create a general and basic concept of an
artificial intelligent technique that can be applied in traditional Malaysian game
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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