General video game AI: Competition, challenges, and opportunities

Diego Perez-Liebana, Spyridon Samothrakis, Julian Togelius, Simon M. Lucas, Tom Schaul

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Abstract

    The General Video Game AI framework and competition pose the problem of creating artificial intelligence that can play a wide, and in principle unlimited, range of games. Concretely, it tackles the problem of devising an algorithm that is able to play any game it is given, even if the game is not known a priori. This area of study can be seen as an approximation of General Artificial Intelligence, with very little room for game-dependent heuristics. This short paper summarizes the motivation, infrastructure, results and future plans of General Video Game AI, stressing the findings and first conclusions drawn after two editions of our competition, and outlining our future plans.

    Original languageEnglish (US)
    Title of host publication30th AAAI Conference on Artificial Intelligence, AAAI 2016
    PublisherAAAI press
    Pages4335-4337
    Number of pages3
    ISBN (Electronic)9781577357605
    StatePublished - 2016
    Event30th AAAI Conference on Artificial Intelligence, AAAI 2016 - Phoenix, United States
    Duration: Feb 12 2016Feb 17 2016

    Publication series

    Name30th AAAI Conference on Artificial Intelligence, AAAI 2016

    Other

    Other30th AAAI Conference on Artificial Intelligence, AAAI 2016
    Country/TerritoryUnited States
    CityPhoenix
    Period2/12/162/17/16

    ASJC Scopus subject areas

    • Artificial Intelligence

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