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Computational Intelligence and Games

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lightbulbAbout this topic
Computational Intelligence and Games is an interdisciplinary field that applies algorithms and computational models, including artificial intelligence, machine learning, and evolutionary computation, to develop intelligent systems for game design, analysis, and play. It focuses on enhancing game mechanics, player experience, and strategic decision-making through computational techniques.
lightbulbAbout this topic
Computational Intelligence and Games is an interdisciplinary field that applies algorithms and computational models, including artificial intelligence, machine learning, and evolutionary computation, to develop intelligent systems for game design, analysis, and play. It focuses on enhancing game mechanics, player experience, and strategic decision-making through computational techniques.
Massively Multiplayer Online (Role-Playing) Games (MMORPGs and MMOs) are highly complex sociotechnical distributed systems. The thickly knitted web of relations among players is the backbone upon which their success (or failure) lies. For... more
Game Intelligence (GI) is promoted by coaches, pundits and commentators as a key element underpinning high level performance in sport. There is however a limited amount of research in GI in sport, and less in Rugby Union (RU). The purpose... more
The General Game Playing Competition [1] poses a unique challenge for Artificial Intelligence. To be successful, a player must learn to play well in a limited number of example games encoded in first-order logic and then generalize its... more
Numerous published studies revealed that various researchers have attempted to build a program that learns to play cognitive games, given little or no earlier knowledge about the rule of the game. A usual chess playing machine thoroughly... more
The game apparatus comprises a cylinder having a playing surface marked with playing positions in a plurality of ranks. Two sets of chess pieces are used, each comprising one set of major pieces and two sets of pawn pieces with half the... more
In this paper we investigate different methods and algorithms from artificial intelligence that can be used for achieving efficient path finding within games and virtual environments. Path finding is a computationally expensive problem... more
Reinforcement learning is a popular machine learning technique whose inherent self-learning ability has made it the candidate of choice for game AI. In this work we propose an expert player based by further enhancing our proposed basic... more
We use a genetic algorithm to explore the space of pathfinding algorithms in Lagoon, a 3D naval real-time strategy game and training simulation. To aid in training, Lagoon tries to provide a rich environment with many agents (boats) that... more
This paper presents a controller for the 2010 Simulated Car Racing Championship. The idea is not to create the fastest controller but a human-like controller. In order to achieve this, first we have created a process to build a model of... more
Araştırmada din eğitiminde dijital oyunlardan yararlanmaya yönelik olarak Din Kültürü ve Ahlak Bilgisi öğretmenlerinin tutumlarının belirlenmesi amaçlanmıştır. Yöntem olarak tarama modelinin seçildiği araştırmanın evrenini, 2022-2023... more
Trappy minimax is a game-independent extension of the minimax adversarial search algorithm that attempts to take advantage of human frailty. Whereas minimax assumes best play by the opponent, trappy minimax tries to predict when an... more
We study Markov Decision Process (MDP) games with the usual ±1 reinforcement signal. We consider the scenario in which the goal of the game, rather than just winning, is to maximize the number of wins in an allotted period of time (or... more
A computer defeated a chess world champion for the first time in 1997. This event inspired Omar Syed to develop the game of Arimaa. He intended to make it difficult to solve under present search approaches. Linguistic Geometry is a... more
We develop a cellular neural network architecture consisting of a large number of identical neural networks organised in a cellular array, and introduce a novel weight sharing scheme based on the principle of internal symmetry from... more
Level design is an art which consists of creating the combination of challenge, competition, and interaction that players call fun and involves a careful and deliberate development of the game space. When working with procedural content... more
Trappy minimax is a game-independent extension of the minimax adversarial search algorithm that attempts to take advantage of human frailty. Whereas minimax assumes best play by the opponent, trappy minimax tries to predict when an... more
Seeking to leverage Expressive Range Analysis (ERA)-a method of characterizing generative systems-for analysis of generative AI (GAI) systems and their outputs, this paper categorizes the approaches that have been used for ERA. We present... more
Bu arastirmanin amaci; Ilkokul matematik dersinde, Orta Asya’da oynanan zekâ ve strateji oyunlariyla destekli ogrenmeye dayali uygulamalarin, akademik basariya ve tutuma etkisini arastirmaktir. Bu amac dogrultusunda Bursa ilinin, Nilufer... more
A key factor for the playing experience in modern video games is the behavior of the agents in the game. Recently, several mechanisms have been put forward, with the objective to define synthetic emotional models, so as to make the player... more
There has been a strong tendency in distributed computational creativity systems to embrace embodied and situated agents for their flexible and adaptive behaviour. Intrinsically motivated agents are particularly successful in this... more
or visit the DOI to the publisher's website. • The final author version and the galley proof are versions of the publication after peer review. • The final published version features the final layout of the paper including the volume,... more
This chapter arises from the discussions of an experienced international group of researchers interested in the potential for creative application of algorithms for searching finite discrete graphs, which have been highly successful in a... more
Commercial games can be an excellent testbed to artificial intelligence (AI) research, being a middle ground between synthetic, highly abstracted academic benchmarks, and more intricate problems from real life. Among the many AI... more
This report documents the program and the outcomes of Dagstuhl Seminar 19491 "Big Graph Processing Systems". We are just beginning to understand the role graph processing could play in our society. Data is not just getting bigger, but,... more
Games are a very popular testbed for machine learning systems, mainly because they require a focus on intelligent reasoning. The rules of a game can be meaningfully represented using the expressiveness of first-order logic. Thus,... more
Unveiling the intersection of technology and art, this research aims to explore the vital role of Computational Intelligence (CI) techniques in shaping digital theater performances within virtual worlds by managing student populations... more
This paper presents a mechanism to generate virtual buildings considering designer constraints and guidelines. This mechanism is implemented as a pipeline of different Variable Neighborhood Search (VNS) optimization processes in which... more
We conjecture that creativity and the perception of creativity are, at least to some extent, shaped by embodiment. This makes embodiment highly relevant for computational creativity (CC) research, but existing research is scarce and the... more
Computer games are a promising tool to support rehabilitation at home. It is widely recognized that rehabilitation games should (i) be nicely integrated in general-purpose rehabilitation stations, (ii) adhere to the constraints posed by... more
This paper introduces the concept of using gaze as a sole modality for fully controlling player characters of fastpaced action computer games. A user experiment is devised to collect gaze and gameplay data from subjects playing a version... more
This paper introduces the concept of using gaze as a sole modality for fully controlling player characters of fastpaced action computer games. A user experiment is devised to collect gaze and gameplay data from subjects playing a version... more
This paper by Oliver Derrick Cowley, introduces a novel approach to chess opening theory by utilizing mathematical optimization principles to develop new strategies aimed at disrupting opponent play. Through the application of concepts... more
Unveiling the intersection of technology and art, this research aims to explore the vital role of Computational Intelligence (CI) techniques in shaping digital theater performances within virtual worlds by managing student populations... more
Previous work demonstrated that the trading card game Magic: The Gathering is Turing complete, by embedding a universal Turing machine inside the game. However, this is extremely hard to program, and known programs are extremely... more
Capture the flag (CTF) is a popular game mode for many blockbuster games. Agents in these games struggle against the players who learn to adapt to their strategies leading to the players dissatisfaction. We present our work on using... more
In this paper, I apply linguistic methods of analysis to non-linguistic data, chess plays, metaphorically equating one with the other and seeking analogies. Chess game notations are also a kind of text, and one can consider the records of... more
Unveiling the intersection of technology and art, this research aims to explore the vital role of Computational Intelligence (CI) techniques in shaping digital theater performances within virtual worlds by managing student populations... more
Öz: Bu araştırmanın amacı sınıf öğretmenlerinin zekâ oyunlarına yönelik tutumlarını, zekâ oyunlarını bilme düzeylerini, kullanım sıklıklarını tespit etmek ve demografik verilere dayalı olarak incelemektir. Araştırmanın örneklemini,... more
This paper presents a mechanism to generate virtual buildings considering designer constraints and guidelines. This mechanism is implemented as a pipeline of different Variable Neighborhood Search (VNS) optimization processes in which... more
This paper proposes a new paradigm for the neering methodologies that served us well in overcoming a generation of game worlds using principles from the science of vast array of technical problems. They are the "divide and complexity. It... more
We build a model for the kind of decision making involved in games of strategy such as chess, making it abstract enough to remove essentially all game-specific contingency, and compare it to known psychometric models of test taking, item... more
This paper presents a mechanism to generate virtual buildings considering designer constraints and guidelines. This mechanism is implemented as a pipeline of different Variable Neighborhood Search (VNS) optimization processes in which... more
The game of Amazons is a fairly young member of the class of territory-games. The best Amazons programs play now at a high level, but can still be defeated by humans expert of the game. Our focus here is on the solving of endgames, with... more
PACS 05.10.Ln-Monte Carlo methods PACS 05.10.Gg-Stochastic analysis methods PACS 89.20.-a-Interdisciplinary applications of physics Abstract-We analyze the structure of the state space of chess by means of transition path sampling Monte... more
This paper introduces the revival of the popular Ms. Pac-Man Versus Ghost Team competition. We present an updated game engine with Partial Observability constraints, a new Multi-Agent Systems approach to developing Ghost agents, and... more
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