75,522 research outputs found
Generative Design in Minecraft (GDMC), Settlement Generation Competition
This paper introduces the settlement generation competition for Minecraft,
the first part of the Generative Design in Minecraft challenge. The settlement
generation competition is about creating Artificial Intelligence (AI) agents
that can produce functional, aesthetically appealing and believable settlements
adapted to a given Minecraft map - ideally at a level that can compete with
human created designs. The aim of the competition is to advance procedural
content generation for games, especially in overcoming the challenges of
adaptive and holistic PCG. The paper introduces the technical details of the
challenge, but mostly focuses on what challenges this competition provides and
why they are scientifically relevant.Comment: 10 pages, 5 figures, Part of the Foundations of Digital Games 2018
proceedings, as part of the workshop on Procedural Content Generatio
A quantum procedure for map generation
Quantum computation is an emerging technology that promises a wide range of
possible use cases. This promise is primarily based on algorithms that are
unlikely to be viable over the coming decade. For near-term applications,
quantum software needs to be carefully tailored to the hardware available. In
this paper, we begin to explore whether near-term quantum computers could
provide tools that are useful in the creation and implementation of computer
games. The procedural generation of geopolitical maps and their associated
history is considered as a motivating example. This is performed by encoding a
rudimentary decision making process for the nations within a quantum procedure
that is well-suited to near-term devices. Given the novelty of quantum
computing within the field of procedural generation, we also provide an
introduction to the basic concepts involved.Comment: To be published in the proceedings of the IEEE Conference on Game
Can Computers Create Art?
This essay discusses whether computers, using Artificial Intelligence (AI),
could create art. First, the history of technologies that automated aspects of
art is surveyed, including photography and animation. In each case, there were
initial fears and denial of the technology, followed by a blossoming of new
creative and professional opportunities for artists. The current hype and
reality of Artificial Intelligence (AI) tools for art making is then discussed,
together with predictions about how AI tools will be used. It is then
speculated about whether it could ever happen that AI systems could be credited
with authorship of artwork. It is theorized that art is something created by
social agents, and so computers cannot be credited with authorship of art in
our current understanding. A few ways that this could change are also
hypothesized.Comment: to appear in Arts, special issue on Machine as Artist (21st Century
The riddle of togelby
© 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.At the 2017 Artificial and Computational Intelligence in Games meeting at Dagstuhl, Julian Togelius asked how to make spaces where every way of filling in the details yielded a good game. This study examines the possibility of enriching search spaces so that they contain very high rates of interesting objects, specifically game elements. While we do not answer the full challenge of finding good games throughout the space, this study highlights a number of potential avenues. These include naturally rich spaces, a simple technique for modifying a representation to search only rich parts of a larger search space, and representations that are highly expressive and so exhibit highly restricted and consequently enriched search spaces. We treat the creation of plausible road systems, useful graphics, highly expressive room placement for maps, generation of cavern-like maps, and combinatorial puzzle spaces.Final Accepted Versio
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
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