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Artificial and Computational Intelligence in Games: Revolutions in Computational Game AI (Dagstuhl Seminar 19511)

Jialin Liu, Tom Schaul, Pieter Spronck, Julian Togelius
2020 Dagstuhl Reports  
The Dagstuhl Seminar 19511 "Artificial and Computational Intelligence in Games: Revolutions in Computational Game AI" seminar was aimed at getting a clear view on the unsolved problems in game AI, determining  ...  The 2016 success of Google DeepMind's AlphaGo, which defeated the Go world champion, and its follow-up program AlphaZero, has sparked a renewed interest of the general public in computational game playing  ...  AI for Accessibility in Games  ... 
doi:10.4230/dagrep.9.12.67 dblp:journals/dagstuhl-reports/LiuSST19 fatcat:rekiuav4f5h67hdvzio2of526i

A Panorama of Artificial and Computational Intelligence in Games

Georgios N. Yannakakis, Julian Togelius
2015 IEEE Transactions on Computational Intelligence and AI in Games  
agents, AI-assisted game design, general game artificial intelligence and AI in commercial 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  ...  This research was supported, in part, by the FP7 ICT project C2Learn (project no: 318480).  ... 
doi:10.1109/tciaig.2014.2339221 fatcat:vyni6ub7rbakpi53zlojuhpzym

Artificial and Computational Intelligence in Games: Integration (Dagstuhl Seminar 15051)

Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, Julian Togelius, Marc Herbstritt
2015 Dagstuhl Reports  
This report documents Dagstuhl Seminar 15051 "Artificial and Computational Intelligence in Games: Integration".  ...  , studying game design through computational means, and understanding players and patterns of interaction.  ...  During the 2012 Dagstuhl Seminar on Computational and Artificial Intelligence in Games, a workgroup focused on intelligence in modern board and card games.  ... 
doi:10.4230/dagrep.5.1.207 dblp:journals/dagstuhl-reports/LucasMPST15 fatcat:326hvjmzcndnzgd3jyk343sc2u

A serious game for understanding artificial intelligence in production optimization

Anna Syberfeldt, Sanny Syberfeldt
2010 Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games  
This paper describes a serious game that can be used to teach and demonstrate production optimization using artificial intelligence techniques.  ...  The game takes place in a physical Lego factory and is designed to be an enjoyable learning experience.  ...  ACKNOWLEDGMENTS The authors want to thank Ingemar Karlsson and André Geertsen for their help with the Lego building process.  ... 
doi:10.1109/itw.2010.5593321 dblp:conf/cig/SyberfeldtS10 fatcat:wzlbewwjpnelllbg75uvjnbbji

Artificial Intelligence Algorithms and Techniques in the computation of Player-Adaptive Games

M Ranjitha, Kazaka Nathan, Lincy Joseph
2020 Journal of Physics, Conference Series  
In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviours primarily in non-player characters (NPCs) similar to human-like intelligence.  ...  Various strategies and algorithms such as path finding and decision trees, have been developed to simulate those interactions between the human user and the computer in front of him.  ...  The field of game with applied intelligence has been more and more in the center of interest for multiple research.  ... 
doi:10.1088/1742-6596/1427/1/012006 fatcat:nlr2t55m6bdlvcoe2ansarkc24

Modular Reinforcement Learning architectures for artificially intelligent agents in complex game environments

Christopher J. Hanna, Raymond J. Hickey, Darryl K. Charles, Michaela M. Black
2010 Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games  
While this approach is successful in reducing dimensionality, challenges with action selection, exploration and reward allocation arise. This paper discusses approaches to overcoming these issues.  ...  The modular approach enables a reduction of the dimensionality in complex game-like environments by dividing the state space into smaller, more manageable sub tasks.  ...  Intelligence and Games (CIG'10) IEEE Conference on Computational Intelligence and Games (CIG'10) IEEE Conference on Computational Intelligence and Games (CIG'10)  ... 
doi:10.1109/itw.2010.5593329 dblp:conf/cig/HannaHCB10 fatcat:nsuol64iojgipf7dmvy2idhww4

Artificial intelligence in air combat games

E.Y. Rodin, Y. Lirov, S. Mittnik, B.G. McElhaney, L. Wilbur
1987 Computers and Mathematics with Applications  
The framework is based upon and is driven by artificial intelligence concepts.  ...  The method employed involves the valuation of alternative tactical stratcgies and maneuvers through a goal system and pilot-derived expert data bases.  ...  The results of this study show that Artificial Intelligence and in particular the Expert System approach in conjunction with advanced computers and pursuit and evasion algorithms may hold great promise  ... 
doi:10.1016/0898-1221(87)90109-x fatcat:mq2zxdxqkfecnmrcmkjqrwnjsy

Multi-Agent Word Guessing Game

Gabino LUIS, David SUÁREZ, Alfonso J. MATEOS
2018 Advances in Distributed Computing and Artificial Intelligence Journal  
This paper proposes a multi-agent system based game with three types of agents: CBot, ABot and QBot, which stands for Coordinator, Answer and Question.  ...  They will play a game based on questions and answers, where each of the QBots uses a different algorithm to guess a word.  ...  Mateos Multi-Agent Word Guessing Game ADCAIJ: Advances in Distributed Computing and Artificial Intelligence Journal Regular Issue, Vol. 7 N. 4 (2018), 17-26 eISSN: 2255-2863 -http://adcaij.usal.es  ... 
doi:10.14201/adcaij2018741726 fatcat:tv7zaq5mwvbzhmd2mue36vq7he

Computing the Yolk in Spatial Voting Games without Computing Median Lines

Joachim Gudmundsson, Sampson Wong
2019 PROCEEDINGS OF THE THIRTIETH AAAI CONFERENCE ON ARTIFICIAL INTELLIGENCE AND THE TWENTY-EIGHTH INNOVATIVE APPLICATIONS OF ARTIFICIAL INTELLIGENCE CONFERENCE  
The yolk is an important concept in spatial voting games: the yolk center generalises the equilibrium and the yolk radius bounds the uncovered set.  ...  We present near-linear time algorithms for computing the yolk in the plane.  ...  In a one dimension policy space, Copyright c 2019, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved.  ... 
doi:10.1609/aaai.v33i01.33012012 fatcat:4vvvxbozovfshpwtj2expmlyqa

Computing Stackelberg Equilibria in Discounted Stochastic Games

Yevgeniy Vorobeychik, Satinder Singh
2021 PROCEEDINGS OF THE THIRTIETH AAAI CONFERENCE ON ARTIFICIAL INTELLIGENCE AND THE TWENTY-EIGHTH INNOVATIVE APPLICATIONS OF ARTIFICIAL INTELLIGENCE CONFERENCE  
Stackelberg games increasingly influence security policies deployed in real-world settings.  ...  We then offer the following contributions. 1) We show that Markov stationary policies suffice in SSGs, 2) present a finite-time mixed-integer non-linear program for computing a Stackelberg equilibrium  ...  Any opinions, findings, conclusions, or recommendations expressed here are those of the authors and do not necessarily reflect the views of the sponsors.  ... 
doi:10.1609/aaai.v26i1.8234 fatcat:r4dimv3tofd5nhqq5mzrwv7bma

Reusable components for artificial intelligence in computer games

Christopher Dragert, Jorg Kienzle, Clark Verbrugge
2012 2012 Second International Workshop on Games and Software Engineering: Realizing User Engagement with Game Engineering Techniques (GAS)  
While component reuse is a common concept in software engineering, it does not yet have a strong foothold in Computer Game development, in particular the development of computer-controlled game characters  ...  In this work, we take a modular Statechart-based game AI modelling approach and develop a reuse strategy to enable fast development of new AIs.  ...  ACKNOWLEDGMENT The authors would like to thank the Natural Sciences and Engineering Research Council of Canada for its support.  ... 
doi:10.1109/gas.2012.6225925 dblp:conf/icse/DragertKV12 fatcat:6cpsh7wnazge5a5t7cpx3qnrdu

Complexity of Computing the Shapley Value in Games with Externalities

Oskar Skibski
2020 PROCEEDINGS OF THE THIRTIETH AAAI CONFERENCE ON ARTIFICIAL INTELLIGENCE AND THE TWENTY-EIGHTH INNOVATIVE APPLICATIONS OF ARTIFICIAL INTELLIGENCE CONFERENCE  
We study the complexity of computing the Shapley value in games with externalities.  ...  can be computed in polynomial time for embedded MC-nets and only one for weighted MC-nets.  ...  The first two, called embedded MC-Copyright c 2020, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved.  ... 
doi:10.1609/aaai.v34i02.5601 fatcat:a6kccux3xfg57po3zhdyowoaje

Computing pure Bayesian-Nash equilibria in games with finite actions and continuous types

Zinovi Rabinovich, Victor Naroditskiy, Enrico H. Gerding, Nicholas R. Jennings
2013 Artificial Intelligence  
We extend the well-known fictitious play (FP) algorithm to compute pure-strategy Bayesian-Nash equilibria in private-value games of incomplete information with finite actions and continuous types (G-FACTs  ...  We then apply our algorithm to find equilibria in an important and previously unsolved game: simultaneous sealed-bid, second-price auctions where various types of items (e.g., substitutes or complements  ...  , and computing a best-response action distribution, arise in the latter class of games.  ... 
doi:10.1016/j.artint.2012.09.007 fatcat:qhl7du2kifagjhyfcskkfifmbu

Detecting Human Behavioral Pattern in Rock, Paper, Scissors Game Using Artificial Intelligence

Maryam Ghasemi, Gholam Hossein Roshani, Abdolreza Roshani
2020 Computational engineering and physical modeling  
While the percentage of the computer without neural networks and with random selections in 60 games was 52.5% for men and 42.5% for women  ...  As entertainment tools, computer games are important phenomena in the world, which are considered as a popular medium, an effective educational solution and a considerable economy resource.  ...  In this paper, Multi-Layer perceptron (MLP) Artificial neural networks were used to create intelligent players for rock, paper, scissors game.  ... 
doi:10.22115/cepm.2020.215668.1081 doaj:ca14c161172741dfb7f53ac610988c47 fatcat:wz3y3yzakrbifgsr6yujtc5vh4

Computing Team-Maxmin Equilibria in Zero-Sum Multiplayer Extensive-Form Games

Youzhi Zhang, Bo An
2020 PROCEEDINGS OF THE THIRTIETH AAAI CONFERENCE ON ARTIFICIAL INTELLIGENCE AND THE TWENTY-EIGHTH INNOVATIVE APPLICATIONS OF ARTIFICIAL INTELLIGENCE CONFERENCE  
TMEs can capture many realistic scenarios, including: 1) a team of players play against a target player in poker games; and 2) defense resources schedule and patrol independently in security games.  ...  This paper focuses on computing Team-Maxmin Equilibria (TMEs) in zero-sum multiplayer Extensive-Form Games (EFGs), which describes the optimal strategies for a team of players who share the same goal but  ...  This research was conducted in collaboration with Singapore Telecommunications Limited and partially supported by the Singapore Government through the Industry Alignment Fund -Industry Collaboration Projects  ... 
doi:10.1609/aaai.v34i02.5610 fatcat:a6hzks554zbqteiatmhlurj6c4
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