![]() Video games are now a regular part of many people’s lives, and the market continues to expand.Ĭuriously, very little AI research has been involved in this expansion. ![]() From modest sales in the 1960s (Baer, 2005), sales of entertainment software reached $25.4 billion worldwide in 2004 (Crandall and Sidak, 2006). Inexpensive yet powerful computer hardware has made it possible to simulate complex physical environments, resulting in tremendous growth in the video game industry. Since the 1990s, the field of gaming has changed tremendously. GOFAI techniques have led to remarkable successes, such as Chinook, a checkers program that became the world champion in 1994 (Schaeffer, 1997), and Deep Blue, the chess program that defeated the world champion in 1997 and drew significant attention to AI in general (Campbell et al., 2002). The so-called good old-fashioned artificial intelligence (GOFAI Haugeland, 1985) techniques work well with symbolic games, and to a large extent, GOFAI techniques were developed for them. Most AI research so far has focused on games that can be described in a compact form using symbolic representations, such as board games and card games. ![]() In addition, games can demonstrate that machines are capable of behavior generally thought to require intelligence without putting human lives or property at risk. Because games are challenging yet easy to formalize, they can be used as platforms for the development of new AI methods and for measuring how well they work. Games have long been a popular area for research in artificial intelligence (AI), and for good reason. Video games provide an ideal platform for the development and testing of machine-learning techniques.
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