Monday, November 25, 2013

Book "Artificial and Computational Intelligence in Games", edited by Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, and Julian Togelius, published open access (Dagstuhl Follow-Ups, Vol.6)

* Book Announcement

Title: Artificial and Computational Intelligence in Games
Editors: Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, and Julian Togelius
Series: DFU (Dagstuhl Follow-Ups)
Volume: 6
Publisher: Schloss Dagstuhl - Leibniz-Zentrum für Informatik, Dagstuhl Publishing
Publication Date: November, 2013
ISBN: 978-3-939897-62-0

* Open Access

Accessible online and free of charge at
- http://www.dagstuhl.de/dagpub/978-3-939897-62-0
- http://www.dblp.org/db/conf/dagstuhl/dfu6.html

* About the Book

Research into artificial intelligence (AI) and computational intelligence (CI) started in the 1950s and has been growing ever since. The main focus of the research is to provide computers with the capacity to perform tasks that are believed to require human intelligence. The field is in constant need of good benchmark problems. Games provide a plethora of tough and interesting challenges for AI and CI, including developing artificial players, computationally creative systems that construct game content, agents that adapt to players, and systems that analyse and learn about players from their in-game behaviour.

In May 2012, around 40 world-leading experts convened in Schloss Dagstuhl, Germany, to discuss future research directions and important research challenges for AI and CI in games. This book is the follow-up volume to that seminar, which collects the distilled results of the discussions that went on during those May days.

This book consists of 8 chapters. Each chapter is the outcome of a particular discussion group. In editing this volume, we have chosen to arrange the chapters so that they start with the more generic problems and methods and proceed to more specific applications. However, the web of interdependence between work on these topics is dense, with games for mobile platforms relying on pathfinding, general game playing on procedural content generation, procedural content generation on player modelling, etc.

* Table of Contents

1. Search in Real-Time Video Games – P.I. Cowling, M. Buro, M. Bida, A. Botea, B. Bouzy, M.V. Butz, P. Hingston, H. Muñoz-Avila, D. Nau, and M. Sipper
2. Pathfinding in Games – A. Botea, B. Bouzy, M. Buro, C. Bauckhage, and D. Nau
3. Learning and Game AI – H. Muñoz-Avila, C. Bauckhage, M. Bida, C.B. Congdon, and G. Kendall
4. Player Modeling – G.N. Yannakakis, P. Spronck, D. Loiacono, and E. André
5. Procedural Content Generation: Goals, Challenges and Actionable Steps – J. Togelius, A.J. Champandard, P.L. Lanzi, M. Mateas, A.Paiva, M. Preuss, and K.O. Stanley
6. General Video Game Playing – J. Levine, C.B. Congdon, M. Ebner, G. Kendall, S.M. Lucas, R. Miikkulainen, T. Schaul, and T. Thompson
7. Towards a Video Game Description Language – M. Ebner, J. Levine, S.M. Lucas, T. Schaul, T. Thompson, and J. Togelius
8. Artificial and Computational Intelligence for Games on Mobile Platforms – C.B. Congdon, P. Hingston, and G. Kendall

See also:
- Frontmatter incl. table of contents and preface:
http://dx.doi.org/10.4230/DFU.Vol6.12191.i
- CompleteVolume-PDF (3 MB):
http://drops.dagstuhl.de/opus/volltexte/dfu-complete/dfu-vol6-complete.pdf

* About the Dagstuhl Follow-Ups Series

The Dagstuhl Follow-Ups (DFU) series is a publication series which
offers a frame for the publication of peer-reviewed paper collections
based on Dagstuhl Seminars. DFU volumes are published according to the
principle of OpenAccess, i.e., they are available online and free of
charge.

See also:
- http://www.dagstuhl.de/dfu
- http://drops.dagstuhl.de/dfu

--
Dr. Marc Herbstritt
Scientific Staff | \\\/ Dagstuhl Publishing
Schloss Dagstuhl - Leibniz-Zentrum für Informatik GmbH
http://www.dagstuhl.de/herbstritt