arXivDaily arXiv每日学术速递 周一至周五更新
arXiv 2002.10433cs.AIcs.LG

From Chess and Atari to StarCraft and Beyond: How Game AI is Driving the World of AI

IT University of Copenhagen(哥本哈根信息技术大学);LIACS, Universiteit Leiden(莱顿大学LIACS研究所)

Sebastian Risi, Mike Preuss

英文摘要:

This paper reviews the field of Game AI, which not only deals with creating agents that can play a certain game, but also with areas as diverse as creating game content automatically, game analytics, or player modelling. While Game AI was for a long time not very well recognized by the larger scientific community, it has established itself as a research area for developing and testing the most advanced forms of AI algorithms and articles covering advances in mastering video games such as StarCraft 2 and Quake III appear in the most prestigious journals. Because of the growth of the field, a single review cannot cover it completely. Therefore, we put a focus on important recent developments, including that advances in Game AI are starting to be extended to areas outside of games, such as robotics or the synthesis of chemicals. In this article, we review the algorithms and methods that have paved the way for these breakthroughs, report on the other important areas of Game AI research, and also point out exciting directions for the future of Game AI.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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