Artificial and Computational Intelligence in Games: Integration (Dagstuhl Seminar 15051)

Authors Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, Julian Togelius and all authors of the abstracts in this report



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Simon M. Lucas
Michael Mateas
Mike Preuss
Pieter Spronck
Julian Togelius
and all authors of the abstracts in this report

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Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, and Julian Togelius. Artificial and Computational Intelligence in Games: Integration (Dagstuhl Seminar 15051). In Dagstuhl Reports, Volume 5, Issue 1, pp. 207-242, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2015)
https://doi.org/10.4230/DagRep.5.1.207

Abstract

This report documents Dagstuhl Seminar 15051 "Artificial and Computational Intelligence in Games: Integration". The focus of the seminar was on the computational techniques used to create, enhance, and improve the experiences of humans interacting with and within virtual environments. Different researchers in this field have different goals, including developing and testing new AI methods, creating interesting and believable non-player characters, improving the game production pipeline, studying game design through computational means, and understanding players and patterns of interaction. In recent years it has become increasingly clear that many of the research goals in the field require a multidisciplinary approach, or at least a combination of techniques that, in the past, were considered separate research topics. The goal of the seminar was to explicitly take the first steps along this path of integration, and investigate which topics and techniques would benefit most from collaboration, how collaboration could be shaped, and which new research questions may potentially be answered.
Keywords
  • Multi-agent systems
  • Dynamical systems
  • Entertainment modeling
  • Player satisfaction
  • Game design
  • Serious games
  • Game theory

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