publication . Preprint . Part of book or chapter of book . 2016

AI researchers, Video Games are your friends!

Julian Togelius;
Open Access English
  • Published: 05 Dec 2016
Abstract
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. Th...
Subjects
ACM Computing Classification System: ComputingMilieux_PERSONALCOMPUTINGGeneralLiterature_MISCELLANEOUS
free text keywords: Computer Science - Artificial Intelligence, Video game development, Artificial intelligence, business.industry, business, Video game design, General video game playing, Multimedia, computer.software_genre, computer, Turns, rounds and time-keeping systems in games, Computer science, Game mechanics, Game programming, Game Developer, Emergent gameplay, Machine learning
Related Organizations
Download fromView all 2 versions
http://arxiv.org/pdf/1612.0160...
Part of book or chapter of book
Provider: UnpayWall
http://link.springer.com/conte...
Part of book or chapter of book . 2016
Provider: Crossref
61 references, page 1 of 5

1. Arkin, R.: Behavior-based robotics. The MIT Press (1998)

2. Barkow, J.H., Cosmides, L., Tooby, J.: The Adapted Mind: Evolutionary Psychology and the Generation of Culture. Oxford University Press (1996)

3. Bellemare, M., Naddaf, Y., Veness, J., Bowling, M.: The arcade learning environment: An evaluation platform for general agents. Arxiv preprint arXiv:1207.4708 (2012)

4. Brooks, R.: Intelligence without representation. Artificial Intelligence 47, 139-159 (1991)

5. Browne, C., Powley, E., Whitehouse, D., Lucas, S., Cowling, P., Rohlfshagen, P., Tavener, S., Perez, D., Samothrakis, S., Colton, S.: A Survey of Monte Carlo Tree Search Methods. IEEE Transactions on Computational Intelligence and AI in Games 4:1, 1-43 (2012)

6. Browne, C., Maire, F.: Evolutionary game design. Computational Intelligence and AI in Games, IEEE Transactions on 2(1), 1-16 (2010)

7. Buss, D.: Evolutionary psychology: The new science of the mind. Psychology Press (2015)

8. Campbell, M., Hoane, A.J., Hsu, F.h.: Deep blue. Artificial intelligence 134(1), 57-83 (2002)

9. Cook, M., Colton, S.: Multi-faceted evolution of simple arcade games. In: IEEE Conference on Computational Intelligence in Games. pp. 289-296 (2011)

10. Deng, J., Dong, W., Socher, R., Li, L.J., Li, K., Fei-Fei, L.: Imagenet: A large-scale hierarchical image database. In: Computer Vision and Pattern Recognition, 2009. CVPR 2009. IEEE Conference on. pp. 248-255. IEEE (2009)

11. Duda, R.O., Hart, P.E., Stork, D.G.: Pattern Classification. John Wiley & Sons, New York, NY, 2 edn. (2001)

12. Ebner, M., Levine, J., Lucas, S.M., Schaul, T., Thompson, T., Togelius, J.: Towards a video game description language (2013) [OpenAIRE]

13. Font Fernández, J.M., Manrique Gamo, D., Mahlmann, T., Togelius, J.: Towards the automatic generation of card games through grammar-guided genetic programming. In: EvoApps (2013)

14. Graft, K.: When artificial intelligence in video games becomes... artificially intelligent. Gamasutra (2015)

15. Hingston, P.: Believable Bots. Springer (2012)

61 references, page 1 of 5
Abstract
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. Th...
Subjects
ACM Computing Classification System: ComputingMilieux_PERSONALCOMPUTINGGeneralLiterature_MISCELLANEOUS
free text keywords: Computer Science - Artificial Intelligence, Video game development, Artificial intelligence, business.industry, business, Video game design, General video game playing, Multimedia, computer.software_genre, computer, Turns, rounds and time-keeping systems in games, Computer science, Game mechanics, Game programming, Game Developer, Emergent gameplay, Machine learning
Related Organizations
Download fromView all 2 versions
http://arxiv.org/pdf/1612.0160...
Part of book or chapter of book
Provider: UnpayWall
http://link.springer.com/conte...
Part of book or chapter of book . 2016
Provider: Crossref
61 references, page 1 of 5

1. Arkin, R.: Behavior-based robotics. The MIT Press (1998)

2. Barkow, J.H., Cosmides, L., Tooby, J.: The Adapted Mind: Evolutionary Psychology and the Generation of Culture. Oxford University Press (1996)

3. Bellemare, M., Naddaf, Y., Veness, J., Bowling, M.: The arcade learning environment: An evaluation platform for general agents. Arxiv preprint arXiv:1207.4708 (2012)

4. Brooks, R.: Intelligence without representation. Artificial Intelligence 47, 139-159 (1991)

5. Browne, C., Powley, E., Whitehouse, D., Lucas, S., Cowling, P., Rohlfshagen, P., Tavener, S., Perez, D., Samothrakis, S., Colton, S.: A Survey of Monte Carlo Tree Search Methods. IEEE Transactions on Computational Intelligence and AI in Games 4:1, 1-43 (2012)

6. Browne, C., Maire, F.: Evolutionary game design. Computational Intelligence and AI in Games, IEEE Transactions on 2(1), 1-16 (2010)

7. Buss, D.: Evolutionary psychology: The new science of the mind. Psychology Press (2015)

8. Campbell, M., Hoane, A.J., Hsu, F.h.: Deep blue. Artificial intelligence 134(1), 57-83 (2002)

9. Cook, M., Colton, S.: Multi-faceted evolution of simple arcade games. In: IEEE Conference on Computational Intelligence in Games. pp. 289-296 (2011)

10. Deng, J., Dong, W., Socher, R., Li, L.J., Li, K., Fei-Fei, L.: Imagenet: A large-scale hierarchical image database. In: Computer Vision and Pattern Recognition, 2009. CVPR 2009. IEEE Conference on. pp. 248-255. IEEE (2009)

11. Duda, R.O., Hart, P.E., Stork, D.G.: Pattern Classification. John Wiley & Sons, New York, NY, 2 edn. (2001)

12. Ebner, M., Levine, J., Lucas, S.M., Schaul, T., Thompson, T., Togelius, J.: Towards a video game description language (2013) [OpenAIRE]

13. Font Fernández, J.M., Manrique Gamo, D., Mahlmann, T., Togelius, J.: Towards the automatic generation of card games through grammar-guided genetic programming. In: EvoApps (2013)

14. Graft, K.: When artificial intelligence in video games becomes... artificially intelligent. Gamasutra (2015)

15. Hingston, P.: Believable Bots. Springer (2012)

61 references, page 1 of 5
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publication . Preprint . Part of book or chapter of book . 2016

AI researchers, Video Games are your friends!

Julian Togelius;