General Game Playing

General Game Playing
Author: Michael Liu,Michael Xia
Publsiher: Springer Nature
Total Pages: 213
Release: 2022-06-01
Genre: Computers
ISBN: 9783031015694

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General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at "runtime" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player. GGP is an interesting application in its own right. It is intellectually engaging and more than a little fun. But it is much more than that. It provides a theoretical framework for modeling discrete dynamic systems and defining rationality in a way that takes into account problem representation and complexities like incompleteness of information and resource bounds. It has practical applications in areas where these features are important, e.g., in business and law. More fundamentally, it raises questions about the nature of intelligence and serves as a laboratory in which to evaluate competing approaches to artificial intelligence. This book is an elementary introduction to General Game Playing (GGP). (1) It presents the theory of General Game Playing and leading GGP technologies. (2) It shows how to create GGP programs capable of competing against other programs and humans. (3) It offers a glimpse of some of the real-world applications of General Game Playing.

General Video Game Artificial Intelligence

General Video Game Artificial Intelligence
Author: Diego Pérez Liébana,Simon M. Lucas,Raluca D. Gaina,Julian Togelius,Ahmed Khalifa,Jialin Liu
Publsiher: Springer Nature
Total Pages: 177
Release: 2022-05-31
Genre: Mathematics
ISBN: 9783031021220

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Research on general video game playing aims at designing agents or content generators that can perform well in multiple video games, possibly without knowing the game in advance and with little to no specific domain knowledge. The general video game AI framework and competition propose a challenge in which researchers can test their favorite AI methods with a potentially infinite number of games created using the Video Game Description Language. The open-source framework has been used since 2014 for running a challenge. Competitors around the globe submit their best approaches that aim to generalize well across games. Additionally, the framework has been used in AI modules by many higher-education institutions as assignments, or as proposed projects for final year (undergraduate and Master's) students and Ph.D. candidates. The present book, written by the developers and organizers of the framework, presents the most interesting highlights of the research performed by the authors during these years in this domain. It showcases work on methods to play the games, generators of content, and video game optimization. It also outlines potential further work in an area that offers multiple research directions for the future.

General Game Playing

General Game Playing
Author: Fouad Sabry
Publsiher: One Billion Knowledgeable
Total Pages: 152
Release: 2023-07-04
Genre: Computers
ISBN: PKEY:6610000475360

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What Is General Game Playing The concept of general game playing, sometimes known as GGP, refers to the development of artificial intelligence programs that are capable of competing well in more than one game. Computers are programmed to play many different games, such as chess, using an algorithm that is built specifically for that game and cannot be used in any other setting. For instance, a computer software that is designed to play chess cannot also play checkers. On the road to creating artificial general intelligence, generic game playing is seen as a necessary milestone. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: General game playing Chapter 2: Artificial intelligence Chapter 3: Machine learning Chapter 4: Game Description Language Chapter 5: List of programming languages for artificial intelligence Chapter 6: Monte Carlo tree search Chapter 7: Deep reinforcement learning Chapter 8: Artificial intelligence in video games Chapter 9: Machine learning in video games Chapter 10: Google DeepMind (II) Answering the public top questions about general game playing. (III) Real world examples for the usage of general game playing in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of general game playing' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of general game playing.

AI 2008 Advances in Artificial Intelligence

AI 2008  Advances in Artificial Intelligence
Author: Wayne Wobcke,Mengjie Zhang
Publsiher: Springer Science & Business Media
Total Pages: 631
Release: 2008-11-13
Genre: Computers
ISBN: 9783540893776

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This book constitutes the refereed proceedings of the 21th Australasian Joint Conference on Artificial Intelligence, AI 2008, held in Auckland, New Zealand, in December 2008. The 42 revised full papers and 21 revised short papers presented together with 1 invited lecture were carefully reviewed and selected from 143 submissions. The papers are organized in topical sections on knowledge representation, constraints, planning, grammar and language processing, statistical learning, machine learning, data mining, knowledge discovery, soft computing, vision and image processing, and AI applications.

AI 2013 Advances in Artificial Intelligence

AI 2013  Advances in Artificial Intelligence
Author: Stephen Cranefield,Abhaya C. Nayak
Publsiher: Springer
Total Pages: 516
Release: 2013-11-08
Genre: Computers
ISBN: 9783319036809

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This book constitutes the refereed proceedings of the 26th Australasian Joint Conference on Artificial Intelligence, AI 2013, held in Dunedin, New Zealand, in December 2013. The 35 revised full papers and 19 revised short papers presented were carefully reviewed and selected from 120 submissions. The papers are organized in topical sections as agents; AI applications; cognitive modelling; computer vision; constraint satisfaction, search and optimisation; evolutionary computation; game playing; knowledge representation and reasoning; machine learning and data mining; natural language processing and information retrieval; planning and scheduling.

Playing Smart

Playing Smart
Author: Julian Togelius
Publsiher: MIT Press
Total Pages: 188
Release: 2019-01-15
Genre: Games & Activities
ISBN: 9780262039031

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A new vision of the future of games and game design, enabled by AI. Can games measure intelligence? How will artificial intelligence inform games of the future? In Playing Smart, Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how. Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM's Deep Blue and DeepMind's AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. Game design is at heart a cognitive science, Togelius reminds us—when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.

Knowledge Free and Learning Based Methods in Intelligent Game Playing

Knowledge Free and Learning Based Methods in Intelligent Game Playing
Author: Jacek Mandziuk
Publsiher: Springer
Total Pages: 254
Release: 2010-03-14
Genre: Computers
ISBN: 9783642116780

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Humans and machines are very di?erent in their approaches to game pl- ing. Humans use intuition, perception mechanisms, selective search, creat- ity, abstraction, heuristic abilities and other cognitive skills to compensate their (comparably) slow information processing speed, relatively low m- ory capacity, and limited search abilities. Machines, on the other hand, are extremely fast and infallible in calculations, capable of e?ective brute-for- type search, use “unlimited” memory resources, but at the same time are poor at using reasoning-based approaches and abstraction-based methods. The above major discrepancies in the human and machine problem solving methods underlined the development of traditional machine game playing as being focused mainly on engineering advances rather than cognitive or psychological developments. In other words, as described by Winkler and F ̈ urnkranz [347, 348] with respect to chess, human and machine axes of game playing development are perpendicular, but the most interesting, most promising, and probably also most di?cult research area lies on the junction between human-compatible knowledge and machine compatible processing.I undoubtedly share this point of view and strongly believe that the future of machine game playing lies in implementation of human-type abilities (- straction,intuition,creativity,selectiveattention,andother)whilestilltaking advantage of intrinsic machine skills. Thebookisfocusedonthedevelopmentsandprospectivechallengingpr- lems in the area of mind gameplaying (i.e. playinggames that require mental skills) using Computational Intelligence (CI) methods, mainly neural n- works, genetic/evolutionary programming and reinforcement learning.

KI 2008 Advances in Artificial Intelligence

KI 2008  Advances in Artificial Intelligence
Author: Andreas Dengel,Karsten Berns,Thomas M. Breuel,Frank Bomarius,Thomas R. Roth-Berghofer
Publsiher: Springer Science & Business Media
Total Pages: 416
Release: 2008-09-16
Genre: Computers
ISBN: 9783540858447

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KI 2008 was the 31st Annual German Conference on Arti?cial Intelligence held September 23–26 at the University of Kaiserslautern and the German Research Center for Arti?cial Intelligence DFKI GmbH in Kaiserslautern, Germany. The conference series started in 1975 with the German Workshop on AI (GWAI), which took place in Bonn, and represents the ?rst forum of its type for the German AI Community. Over the years AI has become a major ?eld in c- puter scienceinGermanyinvolvinga numberof successfulprojects thatreceived much international attention. Today KI conferences are international forums where participants from academia and industry from all over the world meet to exchange their recent research results and to discuss trends in the ?eld. Since 1993 the meeting has been called the “Annual German Conference on Arti?cial Intelligence,” designated by the German acronym KI. This volume contains the papers selected out of 77 submissions, including a number of submissions from outside German-speaking countries. In total, 15 submissions (19%) were accepted for oral and 30 (39%) for poster presentation. Oralpresentationsattheconferenceweresingletrack. Becauseofthis,thechoice of presentation form (oral, poster) was based on how well reviews indicated that the paper would ?t into one or the other format. The proceedings allocate the same space to both types of papers. In addition, we selected six papers that show high application potential - scribing systems or prototypical implementations of innovative AI technologies. They are also included in this volume as two-page extended abstracts.