Please use this identifier to cite or link to this item:
https://www.um.edu.mt/library/oar/handle/123456789/30969
Title: | AI for general strategy game playing |
Other Titles: | Handbook of digital games |
Authors: | Nielsen, Jon Lau Fedder Jensen, Benjamin Mahlmann, Tobias Yannakakis, Georgios N. |
Keywords: | Artificial intelligence Video games -- Design Strategy -- Computer games Computer war games |
Issue Date: | 2014 |
Publisher: | John Wiley & Sons, Inc. |
Citation: | Nielsen, J. L., Jensen, B. F., Mahlmann, T., Togelius, J., & Yannakakis, G. N. (2014). AI for general strategy game playing. In M. C. Angelides & H. Agius (Eds.), Handbook of digital games, (pp. 274-304). New Jersey: John Wiley & Sons, Inc. |
Abstract: | Computer strategy games - games such as those in the Civilization, StarCraft, Age of Empires and Total War series, and board game adaptations such as Risk and Axis and Allies - have been popular since soon after computer games were invented, and are a popular genre among a wide range of players. Strategy games are closely related to classic board games such as Chess and Go, but though there has been no shortage of work on AI for playing classic board games, there has been remarkably little work on strategy games. This chapter addresses the understudied question of how to create AI that plays strategy game, through building and comparing AI for general strategy game playing. |
URI: | https://www.um.edu.mt/library/oar//handle/123456789/30969 |
Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
AI_for_General_Strategy_Game_Playing_2014.pdf | 1.67 MB | Adobe PDF | View/Open |
Items in OAR@UM are protected by copyright, with all rights reserved, unless otherwise indicated.