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  1. IEEE Transactions on Computational Intelligence and AI in Games
  2. Year : 2015 Volume : 7
  3. Issue 4
  4. A Panorama of Artificial and Computational Intelligence in Games
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Year : 2015 Volume : 7
Issue 4
Table of contents
IEEE Transactions on Computational Intelligence and AI in Games publication information
A Panorama of Artificial and Computational Intelligence in Games
Temporal Game Challenge Tailoring
Multiobjective Monte Carlo Tree Search for Real-Time Games
Distributed Monte Carlo Tree Search: A Novel Technique and its Application to Computer Go
Automated Planning and Player Modeling for Interactive Storytelling
Introducing IEEE Collabratec
IEEE Access
IEEE Computational Intelligence Society Information
IEEE Transactions on Computational Intelligence and AI in Games information for authors
Issue 3
Issue 2
Year : 2014 Volume : 6
Year : 2013 Volume : 5
Year : 2012 Volume : 4
Year : 2011 Volume : 3
Year : 2010 Volume : 2
Year : 2009 Volume : 1

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A Panorama of Artificial and Computational Intelligence in Games

Content Provider IEEE Xplore Digital Library
Author Yannakakis, G.N. Togelius, J.
Copyright Year 2009
Abstract 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 areas within this field inform and interact with each other, both actually and potentially. We identify ten main research areas within this field: NPC behavior learning, search and planning, player modeling, games as AI benchmarks, procedural content generation, computational narrative, believable agents, AI-assisted game design, general game artificial intelligence and AI in commercial games. We view and analyze the areas from three key perspectives: 1) the dominant AI method(s) used under each area; 2) the relation of each area with respect to the end (human) user; and 3) the placement of each area within a human-computer (player-game) interaction perspective. In addition, for each of these areas we consider how it could inform or interact with each of the other areas; in those cases where we find that meaningful interaction either exists or is possible, we describe the character of that interaction and provide references to published studies, if any. We believe that this paper improves understanding of the current nature of the game AI/CI research field and the interdependences between its core areas by providing a unifying overview. We also believe that the discussion of potential interactions between research areas provides a pointer to many interesting future research projects and unexplored subfields.
Starting Page 317
Ending Page 335
Page Count 19
File Size 1489181
File Format PDF
ISSN 1943068X
Volume Number 7
Issue Number 4
Language English
Publisher Institute of Electrical and Electronics Engineers, Inc. (IEEE)
Publisher Date 2015-01-01
Publisher Place U.S.A.
Access Restriction One Nation One Subscription (ONOS)
Rights Holder Institute of Electrical and Electronics Engineers, Inc. (IEEE)
Subject Keyword Games Artificial intelligence Planning Computational modeling Evolutionary computation Seminars games computational intelligence
Content Type Text
Resource Type Article
Subject Artificial Intelligence Control and Systems Engineering Electrical and Electronic Engineering Software
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