License: Creative Commons Attribution 3.0 Unported license (CC BY 3.0)
When quoting this document, please refer to the following
DOI: 10.4230/DagRep.7.11.86
URN: urn:nbn:de:0030-drops-86722
URL: http://dagstuhl.sunsite.rwth-aachen.de/volltexte/2018/8672/
Spronck, Pieter ;
André, Elisabeth ;
Cook, Michael ;
Preuß, Mike
Weitere Beteiligte (Hrsg. etc.): Pieter Spronck and Elisabeth André and Michael Cook and Mike Preuß
Artificial and Computational Intelligence in Games: AI-Driven Game Design (Dagstuhl Seminar 17471)
Abstract
With the dramatic growth of the game industry over the past decade, its rapid inclusion in many sectors of today's society, and the increased complexity of games, game development has reached a point where it is no longer humanly possible to use only manual techniques to create games. Large parts of games need to be designed, built, and tested automatically. In recent years, researchers have delved into artificial intelligence techniques to support, assist, and even drive game development. Such techniques include procedural content generation, automated narration, player modelling and adaptation, and automated game design. This research is still very young, but already the games industry is taking small steps to integrate some of these techniques in their approach to design.
The goal of this seminar was to bring together researchers and industry representatives who work at the forefront of artificial intelligence (AI) and computational intelligence (CI) in games, to (1) explore and extend the possibilities of AI-driven game design, (2) to identify the most viable applications of AI-driven game design in the game industry, and (3) to investigate new approaches to AI-driven game design. To this end, the seminar included a wide range of researchers and developers, including specialists in AI/CI for abstract games, commercial video games, and serious games. Thus, it fostered a better understanding of and unified vision on AI-driven game design, using input from both scientists as well as AI specialists from industry.
BibTeX - Entry
@Article{spronck_et_al:DR:2018:8672,
author = {Pieter Spronck and Elisabeth Andr{\'e} and Michael Cook and Mike Preu{\ss}},
title = {{Artificial and Computational Intelligence in Games: AI-Driven Game Design (Dagstuhl Seminar 17471)}},
pages = {86--129},
journal = {Dagstuhl Reports},
ISSN = {2192-5283},
year = {2018},
volume = {7},
number = {11},
editor = {Pieter Spronck and Elisabeth Andr{\'e} and Michael Cook and Mike Preu{\ss}},
publisher = {Schloss Dagstuhl--Leibniz-Zentrum fuer Informatik},
address = {Dagstuhl, Germany},
URL = {http://drops.dagstuhl.de/opus/volltexte/2018/8672},
URN = {urn:nbn:de:0030-drops-86722},
doi = {10.4230/DagRep.7.11.86},
annote = {Keywords: dynamical systems, entertainment modeling, game design, multi-agent systems, serious games}
}
Keywords: |
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dynamical systems, entertainment modeling, game design, multi-agent systems, serious games |
Collection: |
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Dagstuhl Reports, Volume 7, Issue 11 |
Issue Date: |
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2018 |
Date of publication: |
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28.03.2018 |