Artificial Intelligence for Computer Games
Techniques used for Artificial Intelligence (AI) in commercial video games are still far from state-of-the art in Academia, but with graphics in video games coming close to photo realistic quality, and multi-processor architectures getting common in conso
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Pedro Antonio González-Calero Marco Antonio Gómez-Martín Editors
Artificial Intelligence for Computer Games
ABC
Editors Pedro Antonio González-Calero Universidad Complutense de Madrid Dpto. de Ingeniería del Software e Inteligencia Artificial 28040, Madrid Spain [email protected]
Marco Antonio Gómez-Martín Universidad Complutense de Madrid Dpto. de Ingeniería del Software e Inteligencia Artificial 28040, Madrid Spain [email protected]
ISBN 978-1-4419-8187-5 e-ISBN 978-1-4419-8188-2 DOI 10.1007/978-1-4419-8188-2 Springer New York Dordrecht Heidelberg London Library of Congress Control Number: 2011922495 c Springer Science+Business Media, LLC 2011 All rights reserved. This work may not be translated or copied in whole or in part without the written permission of the publisher (Springer Science+Business Media, LLC, 233 Spring Street, New York, NY 10013, USA), except for brief excerpts in connection with reviews or scholarly analysis. Use in connection with any form of information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed is forbidden. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. Printed on acid-free paper Springer is part of Springer Science+Business Media (www.springer.com)
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Preface
Games has been an interesting domain for artificial intelligence (AI) research since the origins of the discipline back in the 1950s, although mainly board games such as chess, checkers, or backgammon. Nevertheless, it is between 1999 and 2000 when a number of researches on AI identify interactive video games as an interesting research domain for AI (see, for example, John E. Laird, Michael van Lent: “Human-Level AI’s Killer Application: Interactive Computer Games”. AAAI/IAAI 2000: 1171–1178). The long-term dream of AI research of building intelligent robots with human-like abilities for interacting in the real world is still far from being fulfilled due, among other causes, to the complexities of sensing and acting in the real world. Video games provide synthetic worlds where complex behavior can be shown but where perception and actuation are perfectly under control and, therefore, became a perfect platform for experimenting with software robots (i.e., agents). Techniques used for AI in commercial video games are still far from state-of-the art in academia, but with graphics in video games coming close to photo realistic quality, and multi-processor architectures getting common in console and PC game platforms, sophisticated artificial intelligence is getting into the focus of the video game industry as the next big thing for enhancing the player experience, while profiting from the number of spare CPU cycles available in modern hardware. For that reason, industry i
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