Perez-Liebana, D and Samothrakis, S and Togelius, J and Lucas, SM and Schaul, T (2016) General video game AI: Competition, challenges, and opportunities. In: UNSPECIFIED, ? - ?.
Perez-Liebana, D and Samothrakis, S and Togelius, J and Lucas, SM and Schaul, T (2016) General video game AI: Competition, challenges, and opportunities. In: UNSPECIFIED, ? - ?.
Perez-Liebana, D and Samothrakis, S and Togelius, J and Lucas, SM and Schaul, T (2016) General video game AI: Competition, challenges, and opportunities. In: UNSPECIFIED, ? - ?.
Abstract
The General Video Game AI framework and competition pose the problem of creating artificial intelligence that can play a wide, and in principle unlimited, range of games. Concretely, it tackles the problem of devising an algorithm that is able to play any game it is given, even if the game is not known a priori. This area of study can be seen as an approximation of General Artificial Intelligence, with very little room for game-dependent heuristics. This short paper summarizes the motivation, infrastructure, results and future plans of General Video Game AI, stressing the findings and first conclusions drawn after two editions of our competition, and outlining our future plans.
Item Type: | Conference or Workshop Item (Paper) |
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Additional Information: | Published proceedings: 30th AAAI Conference on Artificial Intelligence, AAAI 2016 |
Subjects: | Q Science > QA Mathematics > QA75 Electronic computers. Computer science |
Divisions: | Faculty of Science and Health Faculty of Science and Health > Computer Science and Electronic Engineering, School of |
SWORD Depositor: | Unnamed user with email elements@essex.ac.uk |
Depositing User: | Unnamed user with email elements@essex.ac.uk |
Date Deposited: | 22 Feb 2017 15:53 |
Last Modified: | 30 Oct 2024 16:19 |
URI: | http://repository.essex.ac.uk/id/eprint/19037 |
Available files
Filename: aaai2016_gvgai.pdf