29,308 research outputs found

    AI Researchers, Video Games Are Your Friends!

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    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

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    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

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    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

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    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
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