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General video game artificial intelligence

Author: Diego Pérez LiébanaSimon M LucasRaluca D GainaJulian TogeliusAhmed KhalifaAll authors
Publisher: [San Rafael, California] : Morgan & Claypool, [2019]
Series: Synthesis lectures on games and computational intelligence, #5.
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:
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  Read more...
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Pérez Liébana, Diego
General Video Game Artificial Intelligence
San Rafael : Morgan & Claypool Publishers,c2019
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Diego Pérez Liébana; Simon M Lucas; Raluca D Gaina; Julian Togelius; Ahmed Khalifa; Jialin Liu
ISBN: 9781681736457 1681736454
OCLC Number: 1125108885
Description: 1 online resource (xiii, 177 pages) : illustrations (some color).
Contents: 1. Introduction / Diego Pérez Liébana --
1.1. A historical view : from chess to GVGAI --
1.2. GVGAI in education --
1.3. GVGAI and the games industry 2. VGDL and the GVGAI framework / Diego Pérez Liébana --
2.1. Introduction --
2.2. The video game description language --
2.3. The general video game AI framework --
2.4. The GVGAI competition --
2.5. Exercises 3. Planning in GVGAI / Diego Pérez Liébana and Raluca D. Gaina --
3.1. Introduction --
3.2. Monte Carlo tree search --
3.3. Knowledge-based fast evolutionary MCTS --
3.4. Multi-objective MCTS for GVGAI --
3.5. Rolling horizon evolutionary algorithms --
3.6. Exercises 4. Frontiers of GVGAI planning / Diego Pérez Liébana and Raluca D. Gaina --
4.1. Introduction --
4.2. State of the art in GVGAI planning --
4.3. Current problems in GVGAI planning --
4.4. General win prediction in GVGAI --
4.5. Exercises 5. Learning in GVGAI / Jialin Liu --
5.1. Challenges of learning in GVGAI --
5.2. Framework --
5.3. GVGAI learning competitions --
5.4. Competition entries --
5.5. Summary --
5.6. Exercises 6. Procedural content generation in GVGAI / Ahmed Khalifa and Julian Togelius --
6.1. Level generation in GVGAI --
6.2. Rule generation in GVGAI --
6.3. Exercises 7. Automatic general game tuning / Diego Pérez Liébana --
7.1. Introduction --
7.2. GVGAI parameterization --
7.3. Evolving games for different agents --
7.4. Modeling player experience --
7.5. Exercises 8. GVGAI without VGDL / Simon M. Lucas --
8.1. Introduction --
8.2. Implementation principles --
8.3. Interfacing --
8.4. Sample Java games --
8.5. Conclusions --
8.6. Exercises --
9. GVGAI : what's next? / Diego Pérez Liébana.
Series Title: Synthesis lectures on games and computational intelligence, #5.
Responsibility: Diego Pérez Liébana, Simon M. Lucas, and Raluca D. Gaina, Julian Togelius and Ahmed Khalifa, Jialin Liu.

Abstract:

The general video game AI framework and competition propose a challenge in which researchers can test their favourite AI methods with a potentially infinite number of games created using the Video  Read more...

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