Monte Carlo tree search: A review of recent modifications and applications

M Świechowski, K Godlewski, B Sawicki… - Artificial Intelligence …, 2023 - Springer
Abstract Monte Carlo Tree Search (MCTS) is a powerful approach to designing game-
playing bots or solving sequential decision problems. The method relies on intelligent tree …

From chess and atari to starcraft and beyond: How game ai is driving the world of ai

S Risi, M Preuss - KI-Künstliche Intelligenz, 2020 - Springer
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 …

[КНИГА][B] Artificial intelligence and games

GN Yannakakis, J Togelius - 2018 - Springer
Georgios N. Yannakakis Julian Togelius Page 1 Artificial Intelligence and Games Georgios N.
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …

[PDF][PDF] Searching by learning: Exploring artificial general intelligence on small board games

H Wang - Intelligence, 2018 - scholarlypublications …
1.1 Background Modern Artificial Intelligence (AI) research began in the mid-1950s [1].
Mainstream AI scientists focused on the narrow AI research which usually aims to solve a …

Tile pattern KL-divergence for analysing and evolving game levels

SM Lucas, V Volz - Proceedings of the Genetic and Evolutionary …, 2019 - dl.acm.org
This paper provides a detailed investigation of using the Kullback-Leibler (KL) Divergence
as a way to compare and analyse game-levels, and hence to use the measure as the …

Open loop search for general video game playing

D Perez Liebana, J Dieskau, M Hunermund… - Proceedings of the …, 2015 - dl.acm.org
General Video Game Playing is a sub-field of Game Artificial Intelligence, where the goal is
to find algorithms capable of playing many different real-time games, some of them unknown …

Enhanced rolling horizon evolution algorithm with opponent model learning: Results for the fighting game AI competition

Z Tang, Y Zhu, D Zhao, SM Lucas - IEEE Transactions on …, 2020 - ieeexplore.ieee.org
The Fighting Game AI Competition (FTGAIC) provides a challenging benchmark for two-
player video game artificial intelligence. The challenge arises from the large action space …

[HTML][HTML] A survey of planning and learning in games

FF Duarte, N Lau, A Pereira, LP Reis - Applied Sciences, 2020 - mdpi.com
In general, games pose interesting and complex problems for the implementation of
intelligent agents and are a popular domain in the study of artificial intelligence. In fact …

Finding game levels with the right difficulty in a few trials through intelligent trial-and-error

M González-Duque, RB Palm, D Ha… - 2020 IEEE Conference …, 2020 - ieeexplore.ieee.org
Methods for dynamic difficulty adjustment allow games to be tailored to particular players to
maximize their engagement. However, current methods often only modify a limited set of …

Rolling horizon evolution enhancements in general video game playing

RD Gaina, SM Lucas… - 2017 IEEE Conference …, 2017 - ieeexplore.ieee.org
Game AI literature has looked at applying various enhancements to Rolling Horizon
Evolutionary methods or creating hybrids with popular tree search methods for an improved …