29,308 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
Generating Levels That Teach Mechanics
The automatic generation of game tutorials is a challenging AI problem. While
it is possible to generate annotations and instructions that explain to the
player how the game is played, this paper focuses on generating a gameplay
experience that introduces the player to a game mechanic. It evolves small
levels for the Mario AI Framework that can only be beaten by an agent that
knows how to perform specific actions in the game. It uses variations of a
perfect A* agent that are limited in various ways, such as not being able to
jump high or see enemies, to test how failing to do certain actions can stop
the player from beating the level.Comment: 8 pages, 7 figures, PCG Workshop at FDG 2018, 9th International
Workshop on Procedural Content Generation (PCG2018
Automated Game Design Learning
While general game playing is an active field of research, the learning of
game design has tended to be either a secondary goal of such research or it has
been solely the domain of humans. We propose a field of research, Automated
Game Design Learning (AGDL), with the direct purpose of learning game designs
directly through interaction with games in the mode that most people experience
games: via play. We detail existing work that touches the edges of this field,
describe current successful projects in AGDL and the theoretical foundations
that enable them, point to promising applications enabled by AGDL, and discuss
next steps for this exciting area of study. The key moves of AGDL are to use
game programs as the ultimate source of truth about their own design, and to
make these design properties available to other systems and avenues of inquiry.Comment: 8 pages, 2 figures. Accepted for CIG 201
Reading the Transformations of an Urban Edge: From Liberty Era Palermo to the City of Today
To honour the battle of 27 May 1860, in 1910 the Palermo City Government decided to realise a commemorative monument. A position at the centre of a large circular plaza was of have afforded the monument a greater solemnity. The commission for the Monument was awarded to Ernesto Basile. In 1927 the City Government decided to dedicate the monument to the Fallen and asked Basile to complete the monument adding an architectural backdrop. The first version of the new project was a fence that enveloped the entire square and the ring road, interrupted only by entrances near the streets flowing into the square, and dividing it into four sectors. The final design instead called for the realisation of a semi-circular exedra of columns interrupted at the centre by a large gate that allows access to the square and to the back of the monument. The successive development of the city engulfed the square in the midst of tall and anonymous buildings realised, beginning in the 1960s, without any order of relations, stripping the surrounding fabric of its identity. Through the survey of the today‘s configuration, the analysis of Basile‘s original drawings and the representation of the modifications made over time, this text proposes an original reading of the configuration of Piazza Vittorio Veneto and the Monument to the Fallen, in relation to important moments in its history, from its design to the present day. The three-dimensional models reproduce the monument and its surroundings at the time of its construction in 1910, based on the first version for its expansion (unbuilt), with the addition of the exedra from 1930 and in its current condition. The redesign and extrapolation of different views of the digital models also provided original images of use to new readings of the perception of this space
- …