My Account Log in

1 option

General Video Game Artificial Intelligence / by Diego Pérez Liébana, Simon M. Lucas, Raluca D. Gaina, Julian Togelius, Ahmed Khalifa, Jialin Liu.

Springer Nature Synthesis Collection of Technology Collection 9 Available online

View online
Format:
Book
Author/Creator:
Liébana, Diego Pérez., Author.
Lucas, Simon M., Author.
Gaina, Raluca D., Author.
Togelius, Julian., Author.
Khalifa, Ahmed., Author.
Liu, Jialin., Author.
Series:
Synthesis Lectures on Games and Computational Intelligence, 2573-6493
Language:
English
Subjects (All):
Mathematics.
Engineering.
Computational intelligence.
Popular culture.
Artificial intelligence.
Technology and Engineering.
Computational Intelligence.
Popular Culture.
Artificial Intelligence.
Local Subjects:
Mathematics.
Technology and Engineering.
Computational Intelligence.
Popular Culture.
Artificial Intelligence.
Physical Description:
1 online resource (XIV, 177 p.)
Edition:
1st ed. 2020.
Place of Publication:
Cham : Springer Nature Switzerland : Imprint: Springer, 2020.
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 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 duringthese 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.
Contents:
Preface
Acknowledgments
Introduction
VGDL and the GVGAI Framework
Planning in GVGAI
Frontiers of GVGAI Planning
Learning in GVGAI
Procedural Content Generation in GVGAI
Automatic General Game Tuning
GVGAI without VGDL
GVGAI: What's Next?
Bibliography
Authors' Biographies.
ISBN:
9783031021220
3031021223

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

Find

Home Release notes

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Find catalog Using Articles+ Using your account