From Chess and Atari to StarCraft and Beyond: How Game AI is Driving the
World of AI
- URL: http://arxiv.org/abs/2002.10433v1
- Date: Mon, 24 Feb 2020 18:28:54 GMT
- Title: From Chess and Atari to StarCraft and Beyond: How Game AI is Driving the
World of AI
- Authors: Sebastian Risi and Mike Preuss
- Abstract summary: Game AI has established itself as a research area for developing and testing the most advanced forms of AI algorithms.
Advances in Game AI are starting to be extended to areas outside of games, such as robotics or the synthesis of chemicals.
- Score: 10.80914659291096
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: 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.
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