On the Design of Game-Playing Agents

On the Design of Game-Playing Agents PDF Author: Eun-Youn Kim
Publisher: Springer Nature
ISBN: 3031021193
Category : Mathematics
Languages : en
Pages : 172

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Book Description
Evolving agents to play games is a promising technology. It can provide entertaining opponents for games like Chess or Checkers, matched to a human opponent as an alternative to the perfect and unbeatable opponents embodied by current artifical intelligences. Evolved agents also permit us to explore the strategy space of mathematical games like Prisoner's Dilemma and Rock-Paper-Scissors. This book summarizes, explores, and extends recent work showing that there are many unsuspected factors that must be controlled in order to create a plausible or useful set of agents for modeling cooperation and conflict, deal making, or other social behaviors. The book also provides a proposal for an agent training protocol that is intended as a step toward being able to train humaniform agents—in other words, agents that plausibly model human behavior.

On the Design of Game-Playing Agents

On the Design of Game-Playing Agents PDF Author: Eun-Youn Kim
Publisher: Springer Nature
ISBN: 3031021193
Category : Mathematics
Languages : en
Pages : 172

Get Book Here

Book Description
Evolving agents to play games is a promising technology. It can provide entertaining opponents for games like Chess or Checkers, matched to a human opponent as an alternative to the perfect and unbeatable opponents embodied by current artifical intelligences. Evolved agents also permit us to explore the strategy space of mathematical games like Prisoner's Dilemma and Rock-Paper-Scissors. This book summarizes, explores, and extends recent work showing that there are many unsuspected factors that must be controlled in order to create a plausible or useful set of agents for modeling cooperation and conflict, deal making, or other social behaviors. The book also provides a proposal for an agent training protocol that is intended as a step toward being able to train humaniform agents—in other words, agents that plausibly model human behavior.

Playing Smart

Playing Smart PDF Author: Julian Togelius
Publisher: MIT Press
ISBN: 0262350157
Category : Games & Activities
Languages : en
Pages : 188

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Book Description
THE FUTURE OF GAME DESIGN IN THE AGE OF AI: Can games measure intelligence? And 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.

Computational Creativity Research: Towards Creative Machines

Computational Creativity Research: Towards Creative Machines PDF Author: Tarek R. Besold
Publisher: Springer
ISBN: 9462390851
Category : Computers
Languages : en
Pages : 417

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Book Description
Computational Creativity, Concept Invention, and General Intelligence in their own right all are flourishing research disciplines producing surprising and captivating results that continuously influence and change our view on where the limits of intelligent machines lie, each day pushing the boundaries a bit further. By 2014, all three fields also have left their marks on everyday life – machine-composed music has been performed in concert halls, automated theorem provers are accepted tools in enterprises’ R&D departments, and cognitive architectures are being integrated in pilot assistance systems for next generation airplanes. Still, although the corresponding aims and goals are clearly similar (as are the common methods and approaches), the developments in each of these areas have happened mostly individually within the respective community and without closer relationships to the goings-on in the other two disciplines. In order to overcome this gap and to provide a common platform for interaction and exchange between the different directions, the International Workshops on “Computational Creativity, Concept Invention, and General Intelligence” (C3GI) have been started. At ECAI-2012 and IJCAI-2013, the first and second edition of C3GI each gathered researchers from all three fields, presenting recent developments and results from their research and in dialogue and joint debates bridging the disciplinary boundaries. The chapters contained in this book are based on expanded versions of accepted contributions to the workshops and additional selected contributions by renowned researchers in the relevant fields. Individually, they give an account of the state-of-the-art in their respective area, discussing both, theoretical approaches as well as implemented systems. When taken together and looked at from an integrative perspective, the book in its totality offers a starting point for a (re)integration of Computational Creativity, Concept Invention, and General Intelligence, making visible common lines of work and theoretical underpinnings, and pointing at chances and opportunities arising from the interplay of the three fields.

Designing Agentive Technology

Designing Agentive Technology PDF Author: Christopher Noessel
Publisher: Rosenfeld Media
ISBN: 1933820705
Category : Computers
Languages : en
Pages : 241

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Book Description
Advances in narrow artificial intelligence make possible agentive systems that do things directly for their users (like, say, an automatic pet feeder). They deliver on the promise of user-centered design, but present fresh challenges in understanding their unique promises and pitfalls. Designing Agentive Technology provides both a conceptual grounding and practical advice to unlock agentive technology’s massive potential.

Computational Models of Motivation for Game-Playing Agents

Computational Models of Motivation for Game-Playing Agents PDF Author: Kathryn E. Merrick
Publisher: Springer
ISBN: 331933459X
Category : Computers
Languages : en
Pages : 217

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Book Description
The focus of this book is on three influential cognitive motives: achievement, affiliation, and power motivation. Incentive-based theories of achievement, affiliation and power motivation are the basis for competence-seeking behaviour, relationship-building, leadership, and resource-controlling behaviour in humans. In this book we show how these motives can be modelled and embedded in artificial agents to achieve behavioural diversity. Theoretical issues are addressed for representing and embedding computational models of motivation in rule-based agents, learning agents, crowds and evolution of motivated agents. Practical issues are addressed for defining games, mini-games or in-game scenarios for virtual worlds in which computer-controlled, motivated agents can participate alongside human players. The book is structured into four parts: game playing in virtual worlds by humans and agents; comparing human and artificial motives; game scenarios for motivated agents; and evolution and the future of motivated game-playing agents. It will provide game programmers, and those with an interest in artificial intelligence, with the knowledge required to develop diverse, believable game-playing agents for virtual worlds.

Game & Puzzle Design, vol. 1, no. 2, 2015 (Colour)

Game & Puzzle Design, vol. 1, no. 2, 2015 (Colour) PDF Author: Cameron Browne
Publisher: Lulu.com
ISBN: 1326494317
Category :
Languages : en
Pages : 88

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Book Description


Artificial Intelligence & Games

Artificial Intelligence & Games PDF Author: Georgi Togeli
Publisher: A G Printing & Publishing
ISBN:
Category : Computers
Languages : en
Pages : 390

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Book Description
As has been pointed out by several industrial game AI developers the lack of behavioral modularity across games and in-game tasks is detrimental for the development of high quality AI [605, 171]. An increasingly popular method for ad-hoc behavior authoring that eliminates the modularity limitations of FSMs and BTs is the utility-based AI approach which can be used for the design of control and decision making systems in games [425, 557]. Following this approach, instances in the game get assigned a particular utility function that gives a value for the importance of the particular instance [10, 169]. For instance, the importance of an enemy being present at a particular distance or the importance of an agent’s health being low in this particular context. Given the set of all utilities available to an agent and all the options it has, utility-based AI decides which is the most important option it should consider at this moment [426]. The utility-based approach is grounded in the utility theory of economics and is based on utility function design. The approach is similar to the design of membership functions in a fuzzy set. A utility can measure anything from observable objective data (e.g., enemy health) to subjective notions such as emotions, mood and threat. The various utilities about possible actions or decisions can be aggregated into linear or non-linear formulas and guide the agent to take decisions based on the aggregated utility. The utility values can be checked every n frames of the game. So while FSMs and BTs would examine one decision at a time, utility-based AI architectures

Ethics and Game Design: Teaching Values through Play

Ethics and Game Design: Teaching Values through Play PDF Author: Schrier, Karen
Publisher: IGI Global
ISBN: 1615208461
Category : Education
Languages : en
Pages : 395

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Book Description
"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.

Market Design

Market Design PDF Author: Guillaume Haeringer
Publisher: MIT Press
ISBN: 0262037548
Category : Business & Economics
Languages : en
Pages : 393

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Book Description
A broad overview of market mechanisms, with an emphasis on the interplay between theory and real-life applications; examples range from eBay auctions to school choice. This book offers an introduction to market design, providing students with a broad overview of issues related to the design and analysis of market mechanisms. It defines a market as a demand and a supply, without specifying a price system or mechanism. This allows the text to analyze a broad set of situations—including such unconventional markets as college admissions and organ donation—and forces readers to pay attention to details that might otherwise be overlooked. Students often complain that microeconomics is too abstract and disconnected from reality; the study of market design shows how theory can help solve existing, real-life problems. The book focuses on the interplay between theory and applications. To keep the text as accessible as possible, special effort has been made to minimize formal description of the models while emphasizing the intuitive, with detailed explanations and resolution of examples. Appendixes offer general reviews of elements of game theory and mechanism design that are related to the themes explored in the book, presenting the basic concepts with as many explanations and illustrations as possible. The book covers topics including the basics of simple auctions; eBay auctions; Vickrey–Clarke–Groves auctions; keyword auctions, with examples from Google and Facebook; spectrum auctions; financial markets, with discussions of treasury auctions and IPOs; trading on the stock market; the basic matching model; medical match; assignment problems; probabilistic assignments; school choice; course allocation, with examples from Harvard and Wharton; and kidney exchange.

General Video Game Artificial Intelligence

General Video Game Artificial Intelligence PDF Author: Diego Pérez Liébana
Publisher: Morgan & Claypool Publishers
ISBN: 1681736454
Category : Computers
Languages : en
Pages : 193

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Book Description
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.