Artificial Intelligence and Games
By Simon Lucas. KI - Künstliche Intelligenz, 2020
332 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Management Information Systems
View Paper: https://www.semanticscholar.org/paper/84db50ec1f9b092a56f7d2cd12d3d2894ca68982
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Sergey Levine
- Pieter Abbeel
- Swagatam Das
- Nicolas Manfred Otto Heess
- Timothy P. Lillicrap
- Yoshua Bengio
- Ponnuthurai Nagaratnam Suganthan
- Shimon Whiteson
In Management Information Systems
Citations in the corpus
- Physically Embedded Planning Problems: New Challenges for Reinforcement Learning (2020, background): “We believe that board games, which are among the most widely used test beds for studying planning capabilities in AI (Yannakakis and Togelius, 2018), are also well-suited for study in the embodied control context.”
- A Survey of Deep Reinforcement Learning in Video Games (2019, background): “On the other side, AI has been helping games to become better in the way we play, understand and design them [1].”
- Comprehensive Review of Artificial Neural Network Applications to Pattern Recognition (2019, methodology): “When there is an input, ANN recognition of pattern entails the task of supervised classification [64-67].”
- Bio-inspired computation: Where we stand and what's next (2019, background): “• Video games have massively embraced Artificial Intelligence in a large number of problems and challenges, such as Procedural Content Generation (PCG), bots generation or the development of virtual players [390].”
- Unity: A General Platform for Intelligent Agents (2018, background): “This insight has motivated a wide range of research into the intersection of video games and AI from the diverse perspectives of game playing, player modeling, and content generation (Yannakakis and Togelius, 2018).”