93,888 research outputs found
AI Researchers, Video Games Are Your Friends!
If you are an artificial intelligence researcher, you should look to video
games as ideal testbeds for the work you do. If you are a video game developer,
you should look to AI for the technology that makes completely new types of
games possible. This chapter lays out the case for both of these propositions.
It asks the question "what can video games do for AI", and discusses how in
particular general video game playing is the ideal testbed for artificial
general intelligence research. It then asks the question "what can AI do for
video games", and lays out a vision for what video games might look like if we
had significantly more advanced AI at our disposal. The chapter is based on my
keynote at IJCCI 2015, and is written in an attempt to be accessible to a broad
audience.Comment: in Studies in Computational Intelligence Studies in Computational
Intelligence, Volume 669 2017. Springe
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
Mutualism and evolutionary multiplayer games: revisiting the Red King
Coevolution of two species is typically thought to favour the evolution of
faster evolutionary rates helping a species keep ahead in the Red Queen race,
where `it takes all the running you can do to stay where you are'. In contrast,
if species are in a mutualistic relationship, it was proposed that the Red King
effect may act, where it can be beneficial to evolve slower than the
mutualistic species. The Red King hypothesis proposes that the species which
evolves slower can gain a larger share of the benefits. However, the
interactions between the two species may involve multiple individuals. To
analyse such a situation, we resort to evolutionary multiplayer games. Even in
situations where evolving slower is beneficial in a two-player setting, faster
evolution may be favoured in a multiplayer setting. The underlying features of
multiplayer games can be crucial for the distribution of benefits. They also
suggest a link between the evolution of the rate of evolution and group size
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