22 research outputs found
Artificial and Computational Intelligence in Games (Dagstuhl Seminar 12191)
This report documents the program and the outcomes of Dagstuhl Seminar 12191 "Artificial and Computational Intelligence in Games". The aim for the seminar was to bring together creative experts in an intensive meeting with the common goals of gaining a deeper understanding of various aspects of artificial and computational intelligence in games, to help identify the main challenges in game AI research and the most promising venues to deal with them. This was accomplished mainly by means of workgroups on 14 different topics (ranging from search, learning, and modeling to architectures, narratives, and evaluation), and plenary discussions on the results of the workgroups. This report presents the conclusions that each of the workgroups reached. We also added short descriptions of the few talks that were unrelated to any of the workgroups
Pathfinding in Games
Commercial games can be an excellent testbed to artificial intelligence (AI) research, being a middle ground between synthetic, highly abstracted academic benchmarks, and more intricate problems from real life. Among the many AI techniques and problems relevant to games, such as learning, planning, and natural language processing, pathfinding stands out as one of the most common applications of AI research to games. In this document we survey recent work in pathfinding in games. Then we identify some challenges and potential directions for future work. This chapter summarizes the discussions held in the pathfinding workgroup
Using Self-Adaptive Evolutionary Algorithms to Evolve Dynamism-Oriented Maps for a Real Time Strategy Game
9th International Conference on Large Scale Scientific Computations. The final publication is available at link.springer.comThis work presents a procedural content generation system that uses an evolutionary algorithm in order to generate interesting maps for a real-time strategy game, called Planet Wars. Interestingness is here captured by the dynamism of games (i.e., the extent to which they are action-packed). We consider two different approaches to measure the dynamism of the games resulting from these generated maps, one based on fluctuations in the resources controlled by either player and another one based on their confrontations. Both approaches rely on conducting several games on the map under scrutiny using top artificial intelligence (AI) bots for the game. Statistic gathered during these games are then transferred to a fuzzy system that determines the map's level of dynamism. We use an evolutionary algorithm featuring self-adaptation of mutation parameters and variable-length chromosomes (which means maps of different sizes) to produce increasingly dynamic maps.TIN2011-28627-C04-01, P10-TIC-608
A panorama of artificial and computational intelligence in games
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
Computación EfÃmera: identificando retos para la investigación en videojuegos
La Computación EfÃmera (Eph-C , por sus siglas en inglés,
Ephemerical Computing) es un nuevo paradigma de computación de reciente
creación que pretende sacar provecho de la naturaleza pasajera (o
sea, asociada a un tiempo de vida limitado) de los recursos computacionales.
En este trabajo se introducirá este nuevo paradigma Eph-C de
forma general, y se irá poco a poco enfocando especÃficamente dentro del
contexto del proceso de desarrollo de videojuegos, mostrando posibles
aplicaciones y beneficios dentro de las principales lÃneas de investigación
asociadas a la creación de los mismos. Se trata de un trabajo preliminar
que intenta indagar en las posibilidades de aplicar la computación
efÃmera en la creación de productos en la industria del videojuego. Lo
que presentamos aquà debe ser valorado como un trabajo preliminar que
intenta a su vez servir de inspiración para otros posibles investigadores
o desarrolladores de videojuegos.Universidad de Málaga. Campus de Excelencia Internacional AndalucÃa Tech
Mobile games with intelligence: a killer application?
Mobile gaming is an arena full of innovation, with developers exploring new kinds of games, with new kinds of interaction between the mobile device, players, and the connected world that they live in and move through. The mobile gaming world is a perfect playground for AI and CI, generating a maelstrom of data for games that use adaptation, learning and smart content creation. In this paper, we explore this potential killer application for mobile intelligence. We propose combining small, light-weight AI/CI libraries with AI/CI services in the cloud for the heavy lifting. To make our ideas more concrete, we describe a new mobile game that we built that shows how this can work
Training an Assassin AI for The Resistance: Avalon
The Resistance: Avalon is a partially observable social deduction game. This
area of AI game playing is fairly undeveloped. Implementing an AI for this game
involves multiple components specific to each phase as well as role in the
game. In this paper, we plan to iteratively develop the required components for
each role/phase by first addressing the Assassination phase which can be
modeled as a machine learning problem. Using a publicly available dataset from
an online version of the game, we train classifiers that emulate an Assassin.
After trying various classification techniques, we are able to achieve above
average human performance using a simple linear support vector classifier. The
eventual goal of this project is to pursue developing an intelligent and
complete Avalon player that can play through each phase of the game as any
role