Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/123719
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dc.contributor.authorYannakakis, Georgios N.-
dc.date.accessioned2024-06-18T08:35:36Z-
dc.date.available2024-06-18T08:35:36Z-
dc.date.issued2023-
dc.identifier.citationYannakakis, G. N. (2023). AI and games : the remarkable case of Malta. Xjenza Online, 11(Special issue), 59-66.en_GB
dc.identifier.issn18187269-
dc.identifier.urihttps://www.um.edu.mt/library/oar/handle/123456789/123719-
dc.description.abstractWe currently witness a technological revolution that is attributed primarily to artificial intelligence (AI) advancements. Even before this AI Spring, however, the plethora of machine learning, search and optimization breakthroughs have been made possible through the direct applications of AI algorithms in digital games. As AI advances, games also advance since AI can continuously test, improve, design and complexify the environments it plays. This symbiotic relationship between AI and games is currently shaping the research frontier of AI and boosts the innovation potential of games across multiple domains. This short paper has a dual purpose and corresponding parts. Throughout the first general part of the paper, I survey briefly the current state of the art in the AI and games field. Then I outline the critical role of games in AI research, the importance of AI for game development, and the impact their relationship has on current and future scientific breakthroughs. In the second specific part of this paper, I focus on the Institute of Digital Games of the University of Malta as a successful centre of excellence on AI and games research, education, and innovation. Specifically, I provide evidence suggesting that a national focus and targeted investment in AI and video game development has managed to place a small island country like Malta—in just under a decade—among the leading players of AI and games research, education and innovation globally.en_GB
dc.language.isoenen_GB
dc.publisherMalta Chamber of Scientistsen_GB
dc.rightsinfo:eu-repo/semantics/openAccessen_GB
dc.subjectArtificial intelligenceen_GB
dc.subjectVideo gamesen_GB
dc.subjectComputer games -- Designen_GB
dc.subjectHuman-computer interactionen_GB
dc.subjectHuman-machine systemsen_GB
dc.titleAI and games : the remarkable case of Maltaen_GB
dc.typearticleen_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.description.reviewedpeer-revieweden_GB
dc.identifier.doi10.7423/XJENZA.2023.1.07-
dc.publication.titleXjenza Onlineen_GB
Appears in Collections:Scholarly Works - InsDG
Xjenza, 2023, Volume 11, Special Issue: Top Scientists
Xjenza, 2023, Volume 11, Special Issue: Top Scientists

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