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          <dc:title>Learning and Game AI</dc:title>
          <dc:creator>Muñoz-Avila, Hector</dc:creator>
          <dc:creator>Bauckhage, Christian</dc:creator>
          <dc:creator>Bida, Michal</dc:creator>
          <dc:creator>Congdon, Clare Bates</dc:creator>
          <dc:creator>Kendall, Graham</dc:creator>
          <dc:subject>Games</dc:subject>
          <dc:subject>machine learning</dc:subject>
          <dc:subject>artificial intelligence</dc:subject>
          <dc:subject>computational intelligence</dc:subject>
          <dc:description>The incorporation of learning into commercial games can enrich the player experience, but may concern developers in terms of issues such as losing control of their game world. We explore a number of applied research and some fielded applications that point to the tremendous possibilities of machine learning research including game genres such as real-time strategy games, flight simulation games, car and motorcycle racing games, board games such as Go, an even traditional&#13;
game-theoretic problems such as the prisoners dilemma. A common trait of these works is the potential of machine learning to reduce the burden of game developers. However a number of challenges exists that hinder the use of machine learning more broadly. We discuss some of these challenges while at the same time exploring opportunities for a wide use of machine learning in games.</dc:description>
          <dc:publisher>Schloss Dagstuhl – Leibniz-Zentrum für Informatik</dc:publisher>
          <dc:contributor>Hector Muñoz-Avila and Christian Bauckhage and Michal Bida and Clare Bates Congdon and Graham Kendall</dc:contributor>
          <dc:date>2013</dc:date>
          <dc:relation>Is Part Of Dagstuhl Follow-Ups, Volume 6, Artificial and Computational Intelligence in Games (2013)</dc:relation>
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          <dc:identifier>doi:10.4230/DFU.Vol6.12191.33</dc:identifier>
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