General video game ai: A multitrack framework for evaluating agents, games, and content generation algorithms
General video game playing aims at designing an agent that is capable of playing multiple
video games with no human intervention. In 2014, the General Video Game Artificial …
video games with no human intervention. In 2014, the General Video Game Artificial …
[图书][B] Artificial intelligence and games
GN Yannakakis, J Togelius - 2018 - Springer
Georgios N. Yannakakis Julian Togelius Page 1 Artificial Intelligence and Games Georgios N.
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …
Deep learning for video game playing
In this paper, we review recent deep learning advances in the context of how they have
been applied to play different types of video games such as first-person shooters, arcade …
been applied to play different types of video games such as first-person shooters, arcade …
A panorama of artificial and computational intelligence in games
GN Yannakakis, J Togelius - IEEE Transactions on …, 2014 - ieeexplore.ieee.org
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 …
intelligence (AI/CI) in games, with particular reference to how the different core research …
Predicting Human Decision-Making
A Rosenfeld, S Kraus - … Human Decision-Making: From Prediction to Action, 2018 - Springer
Designing intelligent agents that interact proficiently with people necessitates the prediction
of human decision-making. We present and discuss three prediction paradigms for …
of human decision-making. We present and discuss three prediction paradigms for …
Constructive generation methods for dungeons and levels
N Shaker, J Togelius, MJ Nelson, N Shaker… - … Content Generation in …, 2016 - Springer
This chapter addresses a specific type of game content, the dungeon, and a number of
commonly used methods for generating such content. These methods are all “constructive” …
commonly used methods for generating such content. These methods are all “constructive” …
The mario ai championship 2009-2012
We give a brief overview of the Mario AI Championship, a series of competitions based on
an open source clone of the seminal platform game Super Mario Bros. The competition has …
an open source clone of the seminal platform game Super Mario Bros. The competition has …
Navigates like me: Understanding how people evaluate human-like AI in video games
We aim to understand how people assess human likeness in navigation produced by
people and artificially intelligent (AI) agents in a video game. To this end, we propose a …
people and artificially intelligent (AI) agents in a video game. To this end, we propose a …
Navigation turing test (NTT): Learning to evaluate human-like navigation
A key challenge on the path to developing agents that learn complex human-like behavior is
the need to quickly and accurately quantify human-likeness. While human assessments of …
the need to quickly and accurately quantify human-likeness. While human assessments of …
Modifying mcts for human-like general video game playing
We address the problem of making general video game playing agents play in a human-like
manner. To this end, we introduce several modifications of the UCT formula used in Monte …
manner. To this end, we introduce several modifications of the UCT formula used in Monte …