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A Gamut of Games

Jonathan Schaeffer
- 15 Sep 2001 - 
- Vol. 22, Iss: 3, pp 29-46
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TLDR
The past successes, current projects, and future research directions for AI using computer games as a research test bed are reviewed.
Abstract
In 1950, Claude Shannon published his seminal work on how to program a computer to play chess. Since then, developing game-playing programs that can compete with (and even exceed) the abilities of the human world champions has been a long-sought-after goal of the AI research community. In Shannon's time, it would have seemed unlikely that only a scant 50 years would be needed to develop programs that play world-class backgammon, checkers, chess, Othello, and Scrabble. These remarkable achievements are the result of a better understanding of the problems being solved, major algorithmic insights, and tremendous advances in hardware technology. Computer games research is one of the important success stories of AI. This article reviews the past successes, current projects, and future research directions for AI using computer games as a research test bed.

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Adaptive game AI with dynamic scripting

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Learning to win: case-based plan selection in a real-time strategy game

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Is chess the drosophila of artificial intelligence? A social history of an algorithm:

TL;DR: This paper explores the emergence of chess as an experimental technology, its significance in the developing research practices of the AI community, and the unique ways in which the decision to focus on chess shaped the program of AI research in the decade of the 1970s.
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Computer poker: A review

TL;DR: This paper begins with the first serious attempts to create strong computerised poker players by constructing knowledge-based and simulation-based systems, followed by the use of computational game theory to construct robust poker agents and the advances that have been made in this area.
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A Review of Real-Time Strategy Game AI

TL;DR: The main areas of current academic research are in tactical and strategic decision-making, plan recognition, and learning, and the research contributions in each of these areas are outlined, and standardised evaluation methods are proposed to produce comparable re- sults between studies.
References
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Journal ArticleDOI

Learning to Predict by the Methods of Temporal Differences

Richard S. Sutton
- 01 Aug 1988 - 
TL;DR: This article introduces a class of incremental learning procedures specialized for prediction – that is, for using past experience with an incompletely known system to predict its future behavior – and proves their convergence and optimality for special cases and relation to supervised-learning methods.
Journal ArticleDOI

Some studies in machine learning using the game of checkers

TL;DR: In this article, two machine learning procedures have been investigated in some detail using the game of checkers, and enough work has been done to verify the fact that a computer can be programmed so that it will lear...
Journal ArticleDOI

Temporal difference learning and TD-Gammon

TL;DR: The domain of complex board games such as Go, chess, checkers, Othello, and backgammon has been widely regarded as an ideal testing ground for exploring a variety of concepts and approaches in artificial intelligence and machine learning.
Journal ArticleDOI

Some studies in machine learning using the game of checkers

TL;DR: Enough work has been done to verify the fact that a computer can be programmed so that it will learn to play a better game of checkers than can be played by the person who wrote the program.
Journal ArticleDOI

Deep Blue

TL;DR: Deep Blue as discussed by the authors is the chess machine that defeated then-reigning World Chess Champion Garry Kasparov in a six-game match in 1997 and won the first World Chess Championship.