General Video Game AI: Competition, Challenges and Opportunities

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.

Cite

Text

Liebana et al. "General Video Game AI: Competition, Challenges and Opportunities." AAAI Conference on Artificial Intelligence, 2016. doi:10.1609/AAAI.V30I1.9869

Markdown

[Liebana et al. "General Video Game AI: Competition, Challenges and Opportunities." AAAI Conference on Artificial Intelligence, 2016.](https://mlanthology.org/aaai/2016/liebana2016aaai-general/) doi:10.1609/AAAI.V30I1.9869

BibTeX

@inproceedings{liebana2016aaai-general,
  title     = {{General Video Game AI: Competition, Challenges and Opportunities}},
  author    = {Liebana, Diego Perez and Samothrakis, Spyridon and Togelius, Julian and Schaul, Tom and Lucas, Simon M.},
  booktitle = {AAAI Conference on Artificial Intelligence},
  year      = {2016},
  pages     = {4335-4337},
  doi       = {10.1609/AAAI.V30I1.9869},
  url       = {https://mlanthology.org/aaai/2016/liebana2016aaai-general/}
}