[图书][B] Artificial intelligence and games

GN Yannakakis, J Togelius - 2018 - Springer
Georgios N. Yannakakis Julian Togelius Page 1 Artificial Intelligence and Games Georgios N.
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …

Mixed-initiative content creation

A Liapis, G Smith, N Shaker - Procedural content generation in games, 2016 - Springer
Algorithms can generate game content, but so can humans. And while PCG algorithms can
generate some kinds of game content remarkably well and extremely quickly, some other …

Ludii–the ludemic general game system

E Piette, DJNJ Soemers, M Stephenson, CF Sironi… - ECAI 2020, 2020 - ebooks.iospress.nl
Abstract While current General Game Playing (GGP) systems facilitate useful research in
Artificial Intelligence (AI) for game-playing, they are often somewhat specialised and …

Dungeons & replicants: automated game balancing via deep player behavior modeling

J Pfau, A Liapis, G Volkmar… - … IEEE Conference on …, 2020 - ieeexplore.ieee.org
Balancing the options available to players in a way that ensures rich variety and viability is a
vital factor for the success of any video game, and particularly competitive multiplayer …

Procedural puzzle generation: A survey

B De Kegel, M Haahr - IEEE Transactions on Games, 2019 - ieeexplore.ieee.org
Procedural content generation (PCG) for games has existed since the 1980s and is
becoming increasingly important for creating game worlds, backstory, and characters across …

On mixed-initiative content creation for video games

G Lai, FF Leymarie, W Latham - IEEE Transactions on Games, 2022 - ieeexplore.ieee.org
In this article, we present a survey of mixed-initiative methods for the creation of content for
video games. We also propose a definition of what mixed initiative implies, as the term lacks …

Navigating the landscape of multiplayer games

S Omidshafiei, K Tuyls, WM Czarnecki… - Nature …, 2020 - nature.com
Multiplayer games have long been used as testbeds in artificial intelligence research, aptly
referred to as the Drosophila of artificial intelligence. Traditionally, researchers have focused …

Ropossum: An authoring tool for designing, optimizing and solving cut the rope levels

N Shaker, M Shaker, J Togelius - … of the AAAI Conference on Artificial …, 2013 - ojs.aaai.org
We present a demonstration of Ropossum, an authoring tool for the generation and testing
of levels of the physics-based game, Cut the Rope. Ropossum integrates many features:(1) …

A search-based approach for generating angry birds levels

L Ferreira, C Toledo - 2014 IEEE Conference on Computational …, 2014 - ieeexplore.ieee.org
This paper presents a genetic algorithm (GA) for the procedural generation of levels in the
Angry Birds game. The GA evaluates the levels based on a simulation which measures the …

Towards deep player behavior models in mmorpgs

J Pfau, JD Smeddinck, R Malaka - … of the 2018 Annual Symposium on …, 2018 - dl.acm.org
Due to a steady increase in popularity, player demands for (online) video game content are
growing to an extent in which consistency and novelty in challenges is hard to attain …